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MotoHeroz

Reviewed by on Aug 6, 2012
Screenshot of MotoHeroz

I think this is a game I would have really enjoyed in its original form on the Wii. The style is fun, the physics are solid, and the level design is competent. It’s the controls that suck all the joy out of it. There are just too many fake buttons on the screen you have to keep track of. Forward. Backward. Rotate forward. Rotate backward. Use an item. The rotate buttons alone are a major hassle. They’re too sensitive and easy to miss when you’re scrambling to correct a flip. Combining this with the jetpack power-up is an absolute headache. A tilt option would have been a godsend. Why no love for the built-in accelerometer? But even then, I don’t think that would have truly saved MotoHeroz. The time limits in this game are extremely tough. Yes, the first star for each level is casually earned, but the second and third stars prove to be quite a pain. Opening new levels, then, means playing old levels repeatedly for more stars. Don’t be surprised if you never make it to the end of the game, whether that’s out of frustration or pure boredom.

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