"You are Dr. Muto - a maniacal, genius mad scientist
whose latest experiment accidentally destroyed his home planet Midway (except
for his laboratory). With the assistance of his egotistical super-computer Al,
Muto will use his latest invention, the super cool Splizz Gun, to steal DNA,
recombine it and then morph himself into five different cross-bred creatures,
all with unique abilities! Muto MUST his use gadgets, morphing ability, and
AL
in order to find the resources he needs to rebuild his home world. As the
Doctor would say, "What could possibly go wrong?"”
Controlling Muto on his journey is probably the games biggest
hiccup. At times you are fully in control of Muto, moving quickly through the
game, but more often than not you will find yourself replaying several sections
of the game over and over due to the lack of a well mannered camera leading to
a difficult control strategy. The controls seem very basic initially, however,
they can actually be quite complex. On his early missions, Muto can progress rapidly,
but that is only because Midway chose to use the first few stages as a learning
session in order to prepare you for the latter missions.
The controls can be broken down like this:
Left Analog - controls Muto's movement
Left Directional pad - cycles through available morphs
Right Analog - controls the camera
Triggers - allow for sidestepping or sharp turning
A - Jumps/swims/flies & lands
X - Attacks
Y - Activates the chosen morph
B - Captures living animals/extracts DNA
Back - prompts your master plan
Start - prompts the main menu
There are also instances where you must eat your enemy and
spit it out, in order to destroy it. That action is done by pressing B to eat
and B to spit. It is much simpler than it sounds.
Shortly after beginning a New Game, watching the opening
cinema, and preparing yourself, you are thrown directly into the action. The on
screen menu displays the typical platformer items such as: Health Meter, Vials
collected, Isotopes collected, DNA collected, and Scrap collected. Each of
these items is crucial to the task at hand. More on that later.
In order to fully explain the game play, let me venture into
the different morphs that have been built into the game. DNA can be collected
from various points in the game. Most of the living creatures (referred to as
fauna) contain DNA and can be obtained by the press of a button. Simply stand
near the enemy, press B and you will have collected the enemies DNA. The DNA
that you collect is logged in your Master Plan. To check the status of your
DNA, click the Formulas option within the Master Plan menu. The formula sheet
informs you on how many DNA items that you need in order to acquire specific
morphs. However, you must collect a set amount of isotopes in order to be able
to begin unlocking the morph. For example, 500 isotopes may be needed to begin
collecting DNA for the gorilla morph. As more morphs become available the
isotope count increases dramatically, in order to make unlocking them more
difficult. The idea of collecting the isotopes becomes a chore as you will find
yourself back tracking levels in order find 'enough' isotopes. Midway added
depth to the morphing aspect by allowing you to develop your morph even further,
but not before collecting more DNA. Another example, the spider morph is the
third morph that becomes available. However, after unlocking it you are able to
develop it into a cockroach with the addition of enemy DNA. It may seem
pointless to develop your morphs, but doing so allows for better control over
the character. The available morphs include: Mouse/Rat (Mouse is the default
for you to start with), Gorilla/MechGorilla, Spider/Cockroach, Flying
Squirrel/Teradactyl, and Spiny Dogfish. Although these are not the names used
in the game, they are worthwhile descriptions for the purpose of this review.
Now that you are aware of the various morphs in the game, I
will focus on the game play. The game play for each character is vastly
different. While I will not critique each character in detail, I will provide a
few strengths and weaknesses of each. Just note that while I may not mention
each of the morph forms, the latter morph form listed above provides the same
experience, although the control is slightly better.
Dr. Muto - He is the main character in the game and does
control well. He is large in size, clumsy, and finds himself with missions he
is not capable of. The camera is the worst aspect of his control, as many times
you find yourself shifting the control manually while running from enemies. The
manual camera adjustment makes the control very very complex. Not only must you
control his direction, while fighting off enemies, you are basically required
to control the camera in order to keep the enemy in the window of Muto’s
vision. The camera is so poor that you will find yourself playing certain scenarios
over and over and over, at least until you become good at controlling it.
Mouse - The mouse is extremely small in size and has loose
control. What do I mean? Well when you jump, while in the mouse morph, your
character has the tendency to float. This odd ability makes life much easier,
but tends to take some of the appreciation out of the game. Again the camera is
faulty and doesn’t give you a fair shot at completely all of the tasks. The
mouse also can generate a strong attack by depressing the attack button for a
few seconds.
Gorilla - The gorilla is massive. In addition, he is the
strongest character that you can use. He has the ability to climb rope ladders
and press buttons that other characters are too weak to press. His minimal
jumping ability, alongside his slow speed causes you to use other characters,
although the game does force you to use him at times. He is the only member
available to climb the built in rope ladders. The gorilla also has a short arm
span, so attacking enemies with the Gorilla is risky. The camera for the
gorilla is better than the others, but I still found myself adjusting it often.
Spider - The spider can climb up the walls and sling long
and short range egg attacks. But he can only use the walls when a web is
available for him to crawl on. The spider is relatively quick and provides the
longest attack range of the bunch, but he is not available to use very often.
He can not jump and takes a lengthy amount of time to prepare his long range
attack. For those reasons, you will find yourself using other characters in his
place. The camera for the spider was normally adequate, but I must admit that
at times I was not able to adjust it properly. The camera system overall is
riddled with glitches and when used in the spider morph it is no different.
Flying Squirrel - The squirrel has a limited set of
controls. Press a button to fly, a button to land, and a button to cast an
attack. You can not able to adjust the camera, rather you are required to steer
your character in a direction in order to get a glance. During my 40+ hours of game
play I didn’t die often with the flying characters, but that doesn’t mean that
it was flaw free. The squirrel has great range in his movement, but his attack
is weak. He can shoot projectiles while in flight (or on the ground), but his
attack is not accurate or powerful. The flying characters are terrible at
moving on land. They literally waddle or hop at a slow pace, so slow that it
can be miserable.
Fish - The fish was my least favorite character to use. His
range of motion is limited and the camera view is awful. You are not able to
adjust the camera, nor are you able to move freely in the water. The fish seems
clunky and least developed. He has a great attack, either launching projectiles
or a unique spinning attack, but being in the water is more of a plat forming
nightmare than a fun experience. On top of that, the underwater levels are
flooded with tunnels and mazes, enough to make a person scream.
Overall the control of the characters is decent, but the
camera makes things extremely difficult. I didn’t notice the camera being so
bad in the first set of levels, but looking back on it I realize that the first
level is entirely too easy. Therefore, once you are past the first level,
expect to play certain sections of the game repeatedly. Sidestepping from the
camera, the game plays like the typical platformer. I wouldn’t rate the control
perfect, but more so enjoyable.
In regards to the camera, there are times when the game
offers you the old school 2D puzzles, so moving the camera is not possible for
any character. For the most part Midway does a good job at their 2D puzzles,
but at times the view is still less than average. The hitch is that you don’t
have the opportunity to sway the camera, therefore, becoming accustomed to the
complexity of the controls is obsolete.
Here is a quick run down of items in the as well as a few of
the other features:
The Master Plan
is a listing of the missions you have completed or need to complete. Each
Master Plan page contains information specific to a world and an area in that
world. It lists: terra collected, DNA collected, Isotopes, scrap pieces found,
and the mission summary.
The Genitor is
the machine that Muto must create in order to rebuild his home planet. It is
comprised of 17 pieces all of which are found throughout the game. You can
check the status of the generator any time you wish, from the main menu.
Formulas - See
Above
Blueprints -
Blueprints work similarly to formulas. Each gadget has a required amount of
isotopes needed in order to begin development. Once you collect that set
amount, you need to collect 7 pieces of scrap in order to build the gadget.
After the completion of building the device Muto will not have the item in his inventory,
but instead will have opportunities to use the items at pre determined
locations in the game. For instance, one area contains a mission lined with
precision guided blasters. Muto could never survive the passageway without an
invisibility device. So, in order to complete that mission you need to have
built the device earlier in the game. Secondly, upon the entrance to the
passageway an icon will hover on the ground. The item is a time based invisibility
device. You can only pick it up if you have indeed built it earlier in the
game. Simply walk over the icon and like Al says, "Run like Hell!"
All of the gadgets that require build time are time based.
There are 6 gadgets total. 2 of these are already completed
at the start of the game as a gift to the player. They include: Super Boots
(active all of the time), Rocket Boots, Invisibility Generator, Invulnerability
Field, Pocket Rocket, and Super Baller.
Objects, Icons, and
Power Ups
- Isotopes
- Mentioned above. They work as a currency or a lifeline for Al the
supercomputer.
- Vials –
Muto’s health source. He starts out each new game, or loaded game with 3
filled hearts. If you are damaged by an enemy you will lose one heart per
hit. You can replenish your health with vials. 20 vial points will
replenish one full heart. If you have all three of your hearts filled then
you will add a 4th heart with 20 vial points. You can attain a maximum 6
full hearts. Vials come in 1 or 5 point sizes.
- Scrap
parts and crates - mentioned above.
- Genitor
piece - mentioned above
- Terra
pieces - Terra is needed to fuel the genitor. Each mission that you
complete will reward you with a piece of terra.
- Gomers
- These are small blobby characters that aid you on your journey from
planet to planet. In order to use them you must latch on to them and
release them towards various objects in the game. Gomers have time limits
to them. Normally you are only able to latch on to them for 20 - 30
seconds until they are useless. Don’t be alarmed though, Gomers respawn
continually.
- Gomer
crates - these are crates that contain rewards. They must be opened by a
gomer.
- Gomer
switches - these are switches that can only be unlocked by Gomers. These
switches normally operate doors, hidden ledges, etc.
- Splizz
switch - switches that can be opened by Muto. They control doors, gates,
bridges, etc. Some of the effects of the switches are time limited.
- Attack
switch - A large button that takes an amount of force to press it. It has
similar effects to the switches.
- Fauna
- Various creatures found throughout the game. You can collect DNA from
these characters.
- DNA -
Explained Above.
- Green
Key - Keys are needed in various puzzles, one key pr puzzle.
Key Characters:
Muto and AL
Professor Burnitall
Vinny
Carla
Steele
Burnitall is the supreme boss, while Vinny controls the
Junkyard Planet, Carla the water planet, and Steele the flying planet. Once
your journey leads you to the conclusion of the respective planet you will be
faced up against a boss. While I have not yet faced the final boss, I have
beaten the other three. Carla the underwater boss is by far the most difficult.
Each boss has their own attributes and characteristics, but you will probably
outlive both Vinny and Steele on your first try. Their weaknesses are too obvious
and lead them to their demise very quickly. The longevity of the game lies in
the fact that the camera forces you to reply certain missions time and time
again.
Now that I have covered most of the basics I will focus on
the remaining aspects:
The graphics in the game are standard. I would by no means
rank them among the best graphics for the Xbox, but they are satisfying. The
levels are original and well thought out and the textures used are equally as
impressive. The morphs and enemies are also very well designed. The enemies are
not in over abundance and do vary from level to level, in regards to appearance.
The bosses on the other hand are well done, but they are not all that original.
If I were to hand out a letter grade I would donate a C+. This looks like an
ordinary platformer, but the added the depth of the characters and levels bump the
rating to a C+. I would say that this was a job well done; however, it is like
most games for the system "Slightly about average".
The sound overall is decent. The voiceovers are excellent.
The sound effects are repetitious, but I never weigh sound heavily in terms of
overall score. I am sure that other people can nit pick about the changes or
replacement sounds that they would have used, but I am not that type. Midway
has not built in the add-your-own soundtrack feature, which will most likely
upset some gamers out there. My advice is to get off this idea of ripping your
own tracks, buy a Bose CD stereo, and sit it next to you while you play. As for
the sound: C, just average.
The fun factor is surprisingly high for this game, in my
honest opinion. I am not about to sit here and state that I was not frustrated,
but overcoming that frustration and succeeding in the game added to my
satisfaction. Other reviewers will criticize the difficulty of a game, but
again that is not my focus. A game can be very good, but be insanely difficult.
It deals with your amount of patience and willingness to conquer the game. Muto
takes both willingness and patience, but the rewards are far greater than
wrapping it up and returning it to the store. During my time playing Muto I
have been known to pitch the controller to the floor and take a few hours to
collect myself, but when I return to playing I am more determined to conquer
the game. To me that is the sign of a good game. One example includes a section
that requires a series of PERFECT jumps across moving/spinning platforms. It
may sound easy, but it is far from it. I would estimate that those 10
consecutive jumps took me 6 - 7 hours to complete. At one point I was willing
to cave in and return the game, but I stuck with it, thankfully. This game has
given me a lot of enjoyment and has peaked my interest from the get go.
Overall this game is a refreshing spin on the plat forming
series. Midway has taken the age old idea of platformer games, added formulas,
morphs, distinct missions, etc and made this one great experience. The camera
can be extremely poor, but once you get the hang of manually working the camera
you can see past it, for the most part. When I first noticed the mediocre
camera movement I thought that I had hit an impassable hurdle. If you get that
same feeling I urge you to stick with it and learn to use the right thumb stick
to your advantage. It will seem impossible to some gamers at first, but it will
come in time. Once that is achieved you can sit back and enjoy the game for
what it is worth.
Dr. Muto offers a variety of puzzles and missions that will
keep you busy. I had a ton of examples to include, but I think that I will
leave your imagination to wander. Dr. Muto will not revolutionize the plat
forming genre, but it does offer several tidbits that will hopefully get added
to future games.
Pros - Addicting, Imaginative, Lengthy, and Fun
Cons - Camera Issues, Weak Bosses, Repetitive Enemies
With that said I do recommend this game. I highly
recommend the game seeing that stores are selling it for over half off. This
game isn’t going to knock your socks off, but it is fun to the point that it
will keep you playing. Dr. Muto is good enough to deserve 3.5 Planets.