review
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POSTED 4/12/11


MEDIEVAL MOVES

Sony
PS3/Move

Times must be tough at Sony. It appears that they can’t even afford to feed their game characters. Poor Edmund, he looks positively skeletal – and he’s royalty!

Yes, of course, he’s all skeletonny because nasty old bony britches Morgrimm clomped along and pinched his shiny-shiny red family heirloom stone thingy, and subsequently turned him into Deadmund. We know this due to one of several remarkably long story interludes. Have we time to argue that if we wanted to just watch a prolonged story with no input-giving then we’d chuck on a movie instead? That when we sit down (or stand) to play a game we want to interact? No, we probably haven’t, so as was asked in Mønti Pythøn ik den Høli Gräilen by none higher up than God himself, we’ll get on with it.

The game? It’s basically an on-rails slasher, with occasional puzzle and minigame outbreaks. From the developers of the rather good Sports Champions, those titular medieval moves are basically grabs from that previous success. As such you can reach behind you and grab an arrow to fwa-toong into helpless foes (or barrels that look at you the wrong way). Throwing stars pop up (think Frisbee), as do grappling hook doohickeys. Meanwhile, swordplay’s good, lag-free and rewarding to those who go the gusto-infused slash. That’s when not juggling a shield – unless you’re a hoity-toity cashed-up type and have two Move wandy doobries. La-de-da!

Medieval Moves’ main problem is pacing – or lack thereof. We realise it’s aimed at a casual audience, but the complete inability to roam and the interminable pauses between battles make dull seem positively glow-sticky in comparison. Our kid cupboard was empty for this review, but we reckon they’d be bored quicker than you can say “clothes shopping”.

Multiplayer helps a bit, but ultimately playability-wise the moves here are more prehistoric than medieval.

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ALL WRITTEN CONTENT COPYRIGHT © AMY FLOWER 2008-2017. GAME IMAGES COURTESY OF RESPECTIVE GAMES COMPANIES.