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Up: The Video Game
Score: 90%
ESRB: Everyone 10+
Publisher: THQ
Developer: Heavy Iron Studios
Media: DVD/1
Players: 1 - 4
Genre: Family/ Action/ Platformer

Graphics & Sound:
As games are becoming a more sophisticated component in the marketing machines behind big-budget films, we're seeing higher quality productions. Not that there won't be lots of poor film-inspired games ahead of us, and not that every game tied to the Disney/Pixar feature, Up will be extraordinary... Lucky for Xbox 360 owners, this version of Up: The Video Game is an example of licensed gaming done right. We trace some of the reasons for this game working as well as it does to the developers' instincts for both following and not following the movie.

One necessary skill when developing a game based on such vivid source material is restraint, especially on a powerful console. Up: The Video Game skims through much of the film's plot in cut-scenes, done in the grainy, black-and-white newsreel style that was also used to depict the exploits of Charles Muntz and his dirigible, "The Spirit of Adventure." Cinematics in the game look a bit underdesigned, considering the capabilities of Xbox 360. Fluid and brief, these cut scenes don't do much more than introduce important story events, or cap off big boss battles. The graphics during gameplay almost look better, albeit reduced in size, than the cinematics. Which is fine, since you'll spend much more time exploring with Carl and Russell than watching cinematics.

Additional touches that help make Up: The Video Game lots of fun are creative use of sound effects (Carl's hearing aid and Russell's bugle) and spoken dialogue from all characters, including even incidental NPCs like Alpha. The camera is reasonably intelligent, but occasionally leaves you in a lurch when two players are trying to explore different areas of the screen. Multiplayer Mode explores the flying mechanic introduced early during the main story, and does a pretty good job of creating good arcade dogfighting action. The greatest testimony to success in the game's design is how well it all holds together and feels connected to the look-and-feel of the film.


Gameplay:
Up on the big screen had its share of thrills and chills, what with the floating house and the jungle exploration and the attacking dogs on land and by air. Up: The Video Game wisely doesn't try to capture everything. The focus during the story, whether played alone or cooperatively, is the jungle exploration. Scenes from early in the film, when Carl launched the house, would have lent themselves well to a game. All sorts of interesting options come to mind, thinking about the action during the film, but what is here makes good use of the license and rarely gets tedious for the player. At its heart, Up: The Video Game is a platforming treasure hunt. You'll take that long stroll through the jungle depicted in the film, playing as either Carl or Russell. The single-player experience is fun, because each character has at least one unique ability that lends itself to solving a particular puzzle or battling enemies. What's even more fun is playing cooperatively through with a friend, which is available during the entire game! Rarely do you see a game, outside of Gauntlet style smash-and-bash fests, that offers such fluid switching between solo play and multiplayer. Playing with a friend in the room is the best, but switching between characters allows you to experience all the in-game cooperation equally well without a buddy.

The multiplayer options beyond this are a specific set of games built around dogfighting. It's almost a reverse pun, since there are actual dogs flying the planes that are dogfighting... One of these games involves team-based combat for up to four players attacking an opposing team's dirigible, capturing special weapons and first-aid items by flying through them. The controls are simple, the gameplay is fast and fun, and you'll sink many hours into this after the main story is played through in its entirety. The other two flying games are about gathering items (flying prowess) and destroying planes (attack skill) in greater volume than your competition, with up to four local players. Support via Live would have made this even better, but wasn't included. It's not a critical omission, but the only incentives to keep Up: The Video Game on your shelf beyond multiplayer are a series of unlockables with special content. Replay value ends up being high, but not extremely high for ages 10+, who will burn through the main story in a few days and spend the next month in multiplayer or unlocking achievements.


Difficulty:
As we alluded to in the previous section, you won't find lots here that challenges the average gamer. Some platforming foibles exist that are unintentional, such as falling off ledges another player is already occupying. This seems like an issue with either poor level design or overly strict edge detection, but it happens infrequently. The hint system is well developed, so you get comments from Carl or Russell that tip you off to the required strategy for defeating a boss or passing an obstacle. There are also tips offered during loading screens that you can use to boost your score and find some achievements. Like any good game with a treasure hunt component, difficulty is variable according to how much you want to collect every item. Players can breeze through easily by just avoiding enemies and navigating the platforming sections, never more than moderately difficult. Going back through (possibly with a friend) to grab every balloon, bug, memento, and artifact will be more difficult. The second player won't earn achievement points, but is free to battle enemies and navigate each level.

Game Mechanics:
The controls are well implemented, if a little loose for this much platforming action. Battles are especially brainless, even though the idea is to time your attacks by watching for the (X) button prompt. Stabbing the button repeatedly proves to be just as effective as perfect timing. Boss battles are generous as well, with little more than a few simple moves (and the usual 2-3 repetitions) required to send the boss packing. The things we liked about the controls are how intuitively the game moves you through platforming sections that often require multiple actions from each character. Rather than assign different buttons to specific actions, that same (X) button ends up being used to trigger actions from Carl, Russell, and even Dug. What each character does is different and in the proper context; Russell will saw ropes and shimmy across ledges, Dug will dig up objects and scurry through tight spaces, and Carl will lever big objects with his cane. Special attacks can be triggered with the D-pad, and Kevin appears occasionally to boost Russell or swing him across wide gaps. The flying controls are typical, but well implemented with options to use the triggers for accelerating and shooting.

Up: The Video Game is the whole package, plus a lot of good features that you wouldn't expect in a licensed game. We had tons of fun watching the film, and the game proved to be a great companion for extending the experience. Good practice in licensed games now seems to be to add something beyond just a rehash of the film, and Up: The Video Game does this very well. Enough of what made Up exciting is contained here to make for engaging gameplay, but Up: The Video Game does its own thing admirably. Especially with a friend or sibling around the house, this is a great game.


-Fridtjof, GameVortex Communications
AKA Matt Paddock

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