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  1. Games
  2. Puzzle

Myth Makers: Orbs of Doom review

Ruining childhoods, one Wiimote at a time

Reviews
By Matthew Keast published 1 March 2008

When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.

GamesRadar+ Verdict

Pros

  • +

    40 levels of "fun"

  • +

    Havok physics

  • +

    Not full price

Cons

  • -

    Not worth 1/10th the price

  • -

    1000 falling deaths

  • -

    Music will erode your sanity

Why you can trust GamesRadar+ Our experts review games, movies and tech over countless hours, so you can choose the best for you. Find out more about our reviews policy.

We would not be surprised if Myth Makers: Orbs of Doom came about in a board meeting brainstorming session, where someone said, “Okay, how can we trick children into shelling out twenty bucks, and then proceed to make them cry and throw their remote into the wall?” Data Design Interactive specializes in gaming trash designed to sneak money from unsuspecting wallets with the least effort invested in art, sound, programming, design, and testing. Note that those categories basically cover every aspect of games.

Myth Makers: Orbs of Doom continues the tradition by having every aspect feel cheap, ugly, and insulting to your hard earned money, and it’s irrelevant that it’s a budget title, because this game wouldn’t be worth a two dollar download. In fact, if you found this game free on the internet, you’d stop playing it after five minutes at the most.

As the game loads, the foreboding cheapness has already begun. There is no music or ambient sound on the main menu – we thought we’d forgotten to turn on the TV’s volume. You choose your character from an assortment of unimaginative, bland children in “goofy” costumes. Of course your choice means nothing – all ten or so characters play exactly the same.

Article continues below

The gameplay is a cheap knockoff of the “monkey puzzle” minigame in Super Monkey Ball. You tilt the remote to tilt the entire game world, which in turn causes your ball to roll along. The moment you begin to do this, the infuriating frustration begins. The Havok physics engine should bode well, yet the simple act of tilting the world doesn’t work consistently. Sometimes you’ll tilt the remote a little bit and get the appropriate gentle forward roll, and sometimes you’ll fly forward way too fast. Never mind that the calibration is just too damn sensitive even when it works.

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Matthew Keast
Matthew Keast
My new approach to play all games on Hard mode straight off the bat has proven satisfying. Sure there is some frustration, but I've decided it's the lesser of two evils when weighed against the boredom of easiness that Normal difficulty has become in the era of casual gaming.
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