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Scott Pilgrim vs. The World: The Game Review


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On 09/24/2010 at 01:01 AM by Chessa DiMola

A good game full of depth and strategy that is unfortunately held back by several issues.
RECOMMENDATION:

For fans of classic beat-'em-ups in the style of River City Ransom.

My feelings for Scott Pilgrim vs The World: The Game are honestly a bit complicated. Coming from someone whose opinion isn't clouded by bias since I have never read the comics or seen the movie, I find that in some respects I really like the game and want to ignore its flaws, whereas on the other hand I'd like nothing more than to never play it again. Were the gameplay only a bit more consistent and less unbalanced, I would have nothing but praise for Scott Pilgrim vs.The World: The Game. But as it stands, there are many aspects of the game which provide nothing but a frustrating and tedious gaming experience.

The game's premise is simple: defeat Ramona's seven evil exes, each inhabiting their own level, so she and Scott can live happily ever after. Each of these seven worlds is specifically themed around each of the exes, and as such, every level is quite unique and distinct from the one prior. One place in which the game truly excels is in the retro themed graphics, which are polished enough for new generation gamers, but rough enough to bring out a nostalgic feeling in those who grew up with the classics. To complement the fantastic graphics is an amazing soundtrack that matches each area, level, and situation.

Though the game seems at first to be a standard, by-the-books beat-em-up, it becomes pretty clear early on that the gameplay in Scott Pilgrim is anything but. Up-to-four players can take on each level in local co-op as one of four characters: Scott Pilgrim, Ramona Flowers, Kim Pine, or Stephen Stills. What becomes apparent fairly early on is that the game was designed to be played in one of two manners: with several people, or with one really beefed up character. This aspect is where Scott Pilgrim becomes severely flawed.

Unlike most of the classic beat 'em ups that many of us grew up with, there is an RPG aspect to Scott Pilgrim. As players defeat enemies they earn experience, which eventually lead them to level up; however, leveling up does not increase any of the four stats (Strength, Willpower, Speed, Defense ) present in the game. Instead, leveling up adds a new move to the character's skill set. While many of the same moves overlap between characters, there are several unique to particular characters. The move combinations players earn as they level up are one of the best elements in Scott Pilgrim. Instead of simply button-mashing, players have the ability to create strategies when dealing with enemies, adding great depth to the combat.

Unfortunately, it doesn't matter how many awesome moves players earn by leveling up, since it's their stats that really make an impact. In order to level up stats, players must earn money by defeating enemies in order to purchase particular items from visible or hidden stores scattered throughout each level. One of the most frustrating aspects about purchasing items is that the description of the item does not disclose which stat(s) the item will increase, or how much it will impact it. However, once players discover which items in particular give the greatest payout for the price, all players need to do is grind until they have an exorbitant amount of money and then upgrade their characters to ridiculous proportions.

This aspect leads me to my frustrations with the game. As stated above, the game was intended to be played with either multiple individuals or one overly beastly character. For those who live with three other roommates, this complaint will be of no concern. But to those who have only one other person to play with, getting through even the third level can be an incredible challenge without having to invest at least one or two hours grinding in order to purchase items to increase their character's stats.

While I wouldn't mind replaying a level one or two additional times in order to gain enough money to purchase a power up, having to go back and forth nearly ten times is a bit extreme. It seems that for a game that is only comprised of seven levels, the developers had to find some way to lengthen the experience, and this was a fantastic way to do it. Unfortunately, the grind aspect leaves the beat-‘em-up aspect feeling a bit unnatural and the game as a whole feeling terribly unbalanced and horribly paced.

On the positive side, I realize that this aspect of Scott Pilgrim may be appealing to some. For those who find beat-‘em-ups mindless and boring, I don't think there is a better title available to satisfy the classic 2D sidescrolling thrash fest lust while incorporating a significant amount of depth. It's really only to those, such as myself, who do not enjoy replaying levels over and over again who will find a significant flaw in the game's design.

What’s nice, once the tediousness of grinding is out of the way and the characters are balanced against the hoards of enemies, the game is actually incredibly enjoyable. Every level tests players in a different way from the one prior, whether by adding enemies that require a specific strategy to defeat, or avoiding situational dangers, such as moving vehicles or gaps in the floor.

However, while gameplay quality may be a personal matter, control quality is not. Despite my previous complaints, I found that no amount of time invested could overshadow the issues with both the controls and character movement. Unlike many other sidescrollers, the characters in Scott Pilgrim are not only very slow before obtaining a speed stat boost, but feel unbelievably clunky as well. For those who grew up in the period of classic games, I'm sure you remember feeling as though you had to nearly break the joystick to get a character to move quickly enough, almost as if the character itself weighed ten times more than it seemingly should have. I had this same problem with Scott Pilgrim, and even after a few stat boosts, the clunky heavy feeling of my character did not go away, leading to frustrating moments in battle when I couldn't line up correctly with an enemy.

Regardless of its many issues, Scott Pilgrim vs. The World: The Game is still a well done title albeit one that may appeal to some but not all, especially considering the lack of online multiplayer. For those who can get past the nitpicks and aren't bothered by grinding, this title is a good choice for a modern beat-‘em-up that is full of depth and strategy.

Review Policy

In our reviews, we'll try not to bore you with minutiae of a game. Instead, we'll outline what makes the game good or bad, and focus on telling you whether or not it is worth your time as opposed to what button makes you jump.

We use a five-star rating system with intervals of .5. Below is an outline of what each score generally means:


All games that receive this score are standout games in their genre. All players should seek a way to play this game. While the score doesn't equate to perfection, it's the best any game could conceivably do.


These are above-average games that most players should consider purchasing. Nearly everyone will enjoy the game and given the proper audience, some may even love these games.


This is our middle-of-the-road ranking. Titles that receive three stars may not make a strong impression on the reviewer in either direction. These games may have some faults and some strong points but they average out to be a modest title that is at least worthy of rental for most.


Games that are awarded two stars are below average titles. Good ideas may be present, but execution is poor and many issues hinder the experience.


Though functional, a game that receives this score has major issues. There are little to no redeeming qualities and should be avoided by nearly all players.


A game that gets this score is fundamentally broken and should be avoided by everyone.


 

Comments

Our Take

Chessa DiMola Assistant Director

09/24/2010 at 01:04 AM

As a side note, I wanted to comment on a strange issue Nick and I encountered while playing the game. There are several official cheat codes that players can enter in order to do things such as, in our case, let two players choose the same character. While the code seemingly worked fine initially, much to my dismay, I later discovered that by using it and being logged in as two different users, my original character tied to my account had been erased and replaced by Nick's character from his account. While this may only have been a one-time, random occurrence, I find it frustrating and a bit disappointing to have an official code overwrite a player's profile.

Our Take

Jason Ross Senior Editor

09/24/2010 at 01:16 AM

I'm going to add some to this, since I've got the game, as well.

The grinding aspect of the game is definitely not understated. A fact that makes it worse? As of the fourth or so level, the only decent place to buy power-ups is the very first, which means you've got to head back to the first stage and find the shop you want to buy from there, before being able to upgrade. What's this mean? Even though you might earn tons of experience and money as you progress through a stage, you don't see a statistical benefit from this until you complete or leave the stage you're currently in.

Past that, money can't be shared from one account's character to another in any simple way. While it is possible to have someone else on another account take your money, then quit, choose another character on your account, and then get the money back, the task is annoying and takes unnecessary extra time.

Additionally, like Chessa said, character growth can feel a bit excruciating to wait and grind through. The lack of initial abilities for each character means early grinding lacks the variety and style available in the late game, and yes, your character moves very slowly. While I'm all for unlockable moves as your character levels, truthfully, a few more options at the beginning would've been nice, and would've done well to differentiate characters from each other early on.

The game, itself, has several references to the graphic novels, but is virtually unrelated to the movie. This isn't a good or bad thing, but if you saw the movie, it means you'll see some scenes that don't fit align perfectly with it. It's all the more reason to consider checking out the graphic novels, really. Beyond this, lots of content in the game refers to classic video games. When Stephen Stills exits a stage, he leaves via Warp Pipe. Likewise, Kim leaves by taking a Warp Star, from Kirby fame.

Overall, it's worth it for the people who are slightly more hardcore than The Simpson's Arcade Game or TMNT IV: Turtles in Time, in my opinion. The grinding is a major setback, but the gameplay, after that, is a whole lot of fun and pretty challenging.

Jason Ross Senior Editor

09/24/2010 at 01:24 AM

Take a look at one of the pictures we have for the game, the character select screen. Anyone know what that's hearkening back to?

Our Take

Nick DiMola Director

09/24/2010 at 01:29 AM

I'll echo both Jason's and Chessa's sentiments here. Quite honestly, Scott Pilgrim was a bit of a disappointment, if only because it fell flat in a couple regards.

The various stats are convoluted by the arbitrary leveling system that could've handled both adding moves to the roster and improving stats. As it stands, players have to hoard all of their money just to make themselves legitimately stronger and better defended.

Far and away my biggest complaint are the controls. Moving slow (prior to upgrades) is too slow and fast is too fast. This is made evident when trying to revive a downed player. Zeroing in on the right location to start healing them is far tougher than it should be because movement is so clunky.

I'd actually like to see them make a sequel, regardless of how little sense it makes, just to perfect the groundwork laid here.

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