this was suppose to be a action game from nintendo it look cool....
What's the game about: There appears to be a story about killer robots attacking the U.S. and a Project H.A.M.M.E.R. half-human/half-cyborg prototype emerging as the nation's lone savior, but honestly the game is about swinging a hammer around and beating up metal monsters. It's a hack-'n-slash at its core, yet Wii-functionality makes it feel like anything but and subsequently manages to avoid the repetitive boredom that often plagues the aforementioned genre.
What we liked: It is a great thing for the videogame industry when a control scheme is potent enough to prevent a hack-'n-slash from turning into a bore-fest. Traditionally, opening gates or doors have been relegated to just an action that must be done to continue with the game. Project H.A.M.M.E.R. changes that, as certain barriers require a special move descriptively called a Power Slam. Tip the Wii remote up to charge the smash, and swiftly bring it down to break apart the obstacle. Moving on, what would you traditionally do when you're surrounded by enemies mercilessly swinging away? Frantically bang on the buttons. Now you're supposed to get frantic and swing the Wii remote quickly from side to side to unleash a room-clearing Spin Attack.
H.A.M.M.E.R. is actually one of the prettier Wii games we've seen, but there is a caveat. The environments, at least those aspects which you cannot interact with -- such as buildings that line a street -- are rather drab and uninspired. However, the character models themselves, especially our as-of-yet-unnamed hero, are detailed and possess some flashy lighting effects that are reminiscent of what we've seen on "real" next-gen systems.
What we dislike: It has been a growing, and unfortunate, trend among Wii games that control schemes which appear effortlessly executable on paper turn out to be spasm-inducing fiascoes. For whatever reason (the Nintendo PR crew cryptically told us it was the unusually bright ceiling lights), making the correct motion many times resulted in your character doing absolutely nothing and taking a beating for his trouble. Suffice it to say, we are worried the lack of accuracy will hurt an otherwise promising game.
article why it might be dead.
http://www.1up.com/do/newsStory?cId=3162935
What's the game about: There appears to be a story about killer robots attacking the U.S. and a Project H.A.M.M.E.R. half-human/half-cyborg prototype emerging as the nation's lone savior, but honestly the game is about swinging a hammer around and beating up metal monsters. It's a hack-'n-slash at its core, yet Wii-functionality makes it feel like anything but and subsequently manages to avoid the repetitive boredom that often plagues the aforementioned genre.
What we liked: It is a great thing for the videogame industry when a control scheme is potent enough to prevent a hack-'n-slash from turning into a bore-fest. Traditionally, opening gates or doors have been relegated to just an action that must be done to continue with the game. Project H.A.M.M.E.R. changes that, as certain barriers require a special move descriptively called a Power Slam. Tip the Wii remote up to charge the smash, and swiftly bring it down to break apart the obstacle. Moving on, what would you traditionally do when you're surrounded by enemies mercilessly swinging away? Frantically bang on the buttons. Now you're supposed to get frantic and swing the Wii remote quickly from side to side to unleash a room-clearing Spin Attack.
H.A.M.M.E.R. is actually one of the prettier Wii games we've seen, but there is a caveat. The environments, at least those aspects which you cannot interact with -- such as buildings that line a street -- are rather drab and uninspired. However, the character models themselves, especially our as-of-yet-unnamed hero, are detailed and possess some flashy lighting effects that are reminiscent of what we've seen on "real" next-gen systems.
What we dislike: It has been a growing, and unfortunate, trend among Wii games that control schemes which appear effortlessly executable on paper turn out to be spasm-inducing fiascoes. For whatever reason (the Nintendo PR crew cryptically told us it was the unusually bright ceiling lights), making the correct motion many times resulted in your character doing absolutely nothing and taking a beating for his trouble. Suffice it to say, we are worried the lack of accuracy will hurt an otherwise promising game.
article why it might be dead.
http://www.1up.com/do/newsStory?cId=3162935