
| System: X360, PS3 | Review Rating Legend | |
| Dev: From Software | 1.0 - 1.9 = Avoid | 4.0 - 4.4 = Great |
| Pub: Ubisoft | 2.0 - 2.4 = Poor | 4.5 - 4.9 = Must Buy |
| Release: Sep. 16, 2008 | 2.5 - 2.9 = Average | 5.0 = The Best |
| Players: 1-8 (Online) | 3.0 - 3.4 = Fair | |
| ESRB Rating: Everyone | 3.5 - 3.9 = Good | |
For Answer might be a next-gen game, but, at first glance, you wouldn't know it. Aside from the various NEXT, everything in levels - from buildings to transport vehicles - has very little detail. The game also suffers from that fake sheen-look common in early next-gen titles, so the side of a canyon wall looks shiny and water, instead of looking like a fluid, moving object, resembles a sheet of Vaseline. What makes it even worse is the muted color palette. Everything is a shade of gray, blue, or brown. This leads to a bland look that doesn't pop. The audio side isn't as bad as the graphics, but it just sounds so generic that, ultimately, it's not memorable. Nothing - not even explosions - really stand out in a noticeable way.

Online play does throw co-op in the mix, allowing you to play nearly every single-player mission with a friend, but since the levels aren't that fun to play solo, throwing another NEXT in the mix doesn't really boost the fun factor. Up to eight players can participate in a deathmatch-like mode. However, this ends up being chaotic, as NEXTs slide around the screen spamming missiles in every direction.
What's so strange about For Answer is its trading of extensive customization for actual gameplay. Sure, you can build the ultimate mech, customizing it to your heart's content, yet when you actually play the game, you realize its shortcomings. It's like a gear head and their car - it's fun to tinker under-the-hood all day, but if the car isn't actually fun to drive, then it all seems like wasted effort.
By
Jason Lauritzen
CCC Freelance Writer
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