|System: Wii, PS3, X360, DS, PSP||Review Rating Legend|
|Dev: THQ Studio Australia||1.0 - 1.9 = Avoid||4.0 - 4.4 = Great|
|Pub: THQ||2.0 - 2.4 = Poor||4.5 - 4.9 = Must Buy|
|Release: Nov. 2, 2010||2.5 - 2.9 = Average||5.0 = The Best|
|Players: 1-4||3.0 - 3.4 = Fair|
|ESRB Rating: Everyone 10+||3.5 - 3.9 = Good|
'Tis the season for animated family-blockbusters, and THQ is pumping out movie tie-ins to accompany the release of Megamind. Does Mega Team Unite offer something fans of the CG flick can sink their teeth into, or this merely a wannabe hero in disguise?
Megamind: Mega Team Unite (MTU) does offer a story mode playable for up to four players, but don't expect a true adventure. MTU is a mini-game package loosely tied to a story based upon the movie. There are some elements of the game that are commendable, but on the whole, this is a title that grossly falls short of entertaining.
The game is broken up into two main components: Story and Battle. Both gameplay offerings, however, are essentially the same, right down to the cutscenes that introduce each mode. In story mode, gameplay is divided into chapters comprised of several modes, which are unlocked for replay after initial completion. There is some paper-thin story filler that segues one challenge to the next, but the game is transparently by-the-numbers. There's little inspiration under the hood here and little care given over to the execution of the actual gameplay.
For play, you'll use both the Wii Remote and Nunchuk, and to the game's credit, the controls feel good and make sense. You can melee attack with the A button, aim your long-ranged attack with the pointer and press B to shoot, and jumping is mapped to the Z button. There is a bit of waggle tossed in here and there, but thankfully, it's only an occasional element of play that doesn't overstay its welcome.
Though MTU has some fundamental gameplay elements planted on solid ground, the meat and potatoes of the experience are a sad affair. MTU is, for all intents and purposes, a chaotic brawler rationed out in mini-game portions. You'll rip through a series of similar challenges, sit through a cookie-cutter cutscene, and then move on to the next round of mind-numbingly insulting cage matches. Destructible elements are mildly satisfying, but the repetition and lack of imagination that make up MTU is inexcusable.
In a given challenge, you may be tasked with taking on a wave of bumbling foes, with each player earning points for damage doled out. Whether you're competing against buddies or CPU partners, your goal is to earn a gold medal at the end of each chapter. It's an interesting novelty that would have perhaps made a nice addition to a bigger adventure, but as the main focus the formula in MTU adds up to a sore value.
Shooting segments are a tad more entertaining, but hit detection can often be dubious. Again, the pointer functionality feels good, and it's fun to whittle away at buildings and other structures. Dying because you can't hit a health power-up your reticule is directly aimed over, though, is definitely frustrating. Additionally, the charge feature for long-ranged attacks is hit-and-miss â sometimes it works, sometimes it doesn't; it's a crapshoot and not worth the wasted time.