Page 54 - OSG Presents Classic Gamer Magazine #8
P. 54

S SCOTT
                  COTT


            PILGRIM
             PILGRIM



              v vs.CGM!
                      s.CGM!
















         Scott Pilgrim vs. the World: The Game
         Developer: Ubisoft Chengdu, Publisher: Ubisoft
         Format: Digital Download, Platforms: PS3, Xbox 360
         Cost: $10/800 points
         Reviewed by: Scott Marriott

         Inspired by both the graphic novel series and Universal Pictures film, the video game version of Scott
         Pilgrim vs. the World is a throwback to such calloused-thumb classics as Double Dragon and River
         City Ransom. The pixelated visuals, thick characters, and energetic soundtrack are all reminiscent of
         the 8-bit era, albeit with a modern-day sheen. While the retro-themed presentation is a knowing nod to
         the past, the action itself feels dated. Nearly all of the beat-em-up genre's faults are included in the
         game, perhaps in a misguided attempt to be "authentic."

         Gameplay involves punching and kicking throngs of punks, robots, ninjas, and similar baddies while
         moving from left to right in a series of seven stages. Each stage ends in an amusing boss battle against
         one of Ramona Flowers' former love interests. Located throughout each themed environment are one
         or more shops you can enter to purchase food, books, drinks, or similar items that will either replenish
         lost health or permanently increase your character's stats in such areas as speed, strength, defense and
         "gut points." The latter helps you recover from being knocked out and also powers up certain attacks.

         Building up your stats is important early on, since your character is painfully slow and incredibly weak.
         You'll have to slog through the first level a few times to get enough money (coins fall from defeated
         foes) to make your character more bearable. Defeating enemies also earns you experience to gain levels,
         with each level adding one additional fighting move to your repertoire. Basic fast and slow attacks are
         modified by jumping in the air or crouching on the ground. You can also pick up weapons, dash and
         block.

         Pilgrim's problems are plentiful. The large characters make the environments feel cramped, and the act
         of picking up weapons, or connecting with certain baddies, is challenging because it's not always clear if
         you're in the right "lane." Since enemies tend to bunch up along the screen's edge, it's better to move
         slowly and methodically through a level to minimize fighting against too large a group. Your character's
         default speed is way too slow, and his or her dash is way too fast, making for sloppy, imprecise play.
         Other issues are typical of the genre: levels are too linear, interaction is limited, and there are no side


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