The game is also a bit repetitive as you’ll fight similar enemies over and over again with similar moves… and sometimes they’ll be invisible. In fact there’s a lot of invisible stuff in this game that you have to uncover via hovering over it, hitting the A button and flicking your wrist upwards. This makes sense for the hidden tapes that unlock extra content and your enemies as they’re trying to kill you in the most efficient manner possible, though their partial invisibility also renders them immortal.
It’s the crates I don’t get.
I’m not sure why you’d hide all sorts of health and experience, in your base with a cloaking device while leaving the exact same crate, completely visible, two feet away. It only took a few deaths before I started meticulously scanning the environment to uncloak the health crates ahead of time.
In a visual and art design capacity, it’s hard to complain, as the game is among the best on the Wii. The character design is an homage to Saturday morning cartoons, which isn’t a hard parallel to draw since the game’s original incarnation had you playing out fake toy ads. Design-wise, it smacks of The Incredibles in look and feel. The environments are active and fun to watch, and the boss fights are grand and destructive. This is a game that delivers a lot of personality.
Spyborgs is at its best when played with a friend. You always have two of the three characters in a level, whether you’re playing co-op or not. In single player, you can easily switch between the two and the AI does a decent job, though there are one or two little quirks. Whether or not the AI plays well, the real joy in a lot of brawlers is playing with your friends, and the game delivers a seamless co-op experience.
Spyborgs might not be the best beat-‘em-up, but it’s enjoyable, even if it can be frustrating at times. The flaws are irritating, but the concept and design are exciting. I’m hoping these issues are addressed and we see a Spyborgs 2. The game deserves a second chance.
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