Collision detection issues plague the whole of Griffin's Story, whether it’s the unconvincing interactions between combatants or the way fallen foes become one with the nearest wall or flat surface. We shouldn't be laughing at a mid-air collision between a helicopter and a teleported police car, but how can you resist when the massive objects barely touch, trigger an explosion, and then tilt slightly on the way down? The serviceable cel-shaded visuals (cleaner and sharper on Wii) cover up many of the issues from the "realistic" Xbox 360 version, but identical henchmen and bland settings look about the same regardless of the coat of paint.
Distinct elements give the Wii iteration of Jumper: Griffin's Story a slightly different feel than the Xbox 360 release, but the end result is largely the same: a boring, unrefined, too-short brawler that you'll forget the second you eject the disc. We've already gone blank; what were we talking about?
Mar 7, 2008