Jumper: Griffin's Story review

A different take, with mostly similar results

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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 than on PS2) 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 PlayStation 2 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

More info

GenreAction
DescriptionA two-hour-long mindless brawler built on tired gaming archetypes starring a second-tier character from a crappy movie. P.S. It looks like hell.
Platform"Xbox 360","Wii","PS2"
US censor rating"Teen","Teen","Teen"
UK censor rating"12+","12+","12+"
Alternative names"Jumper"
Release date1 January 1970 (US), 1 January 1970 (UK)
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Andrew Hayward
Freelance writer for GamesRadar and several other gaming and tech publications, including Official Xbox Magazine, Nintendo Power, Mac|Life, @Gamer, and PlayStation: The Official Magazine. Visit my work blog at http://andrewhayward.org.