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game |
Mercury Meltdown Revolution | genre |
Puzzle | date | March 2007 |
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Mercury Meltdown Revolution |
Written by Joe Hall |
With Mercury Meltdown on PSP doing so well, it was almost inevitable for developers Ignition to port the game to other consoles. But, rather than a sequel, it’s
almost identical to the PSP game. That is, if you ignore the eighty new stages thrown in ( bringing the total to around 160 ), and full Wii Remote functionality.
Stages are manipulated through tilting the Remote, much like Monkey Ball, although the Remote itself is held horizontally, rather than in the more familiar vertical
fashion many Wii owners have become accustomed to. The object is to get a single blob of mercury to a goal on the other side of the level, overcoming obstacles
on the way. This may seem simple, but some of the levels are very devious and complex. Some even take place on cubes with your blob having to navigate all six sides.
Cell-shading means that Revolution appears much stylised, while remaining fun and surreal, in-keeping with the game’s “no-story, just have fun” approach.
The physics of the blob you control are manipulable, adding to the game the element of strategy. Your blob will move normally, be solid like a marble, or move
with varying speed. Certain levels can only be completed using these techniques, so realising which one to use, if any, adds to the puzzle element of this game.
The score you get is based on how much mercury you have left at the end of each level. This is affected by the fact that the mercury can be split into various
parts, giving you the option to attempt to get all of the mercury to the goal, or to take the safe option and get the majority of it home.
On the whole this game looks set to be very fun and challenging, however - one of the concerns I have is whether the game will have any lasting appeal once you
have completed all of the stages. One thing is definite – we’ll find out in March, the month of the game’s release.
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