The difference in opinion on this game with Wii owners compared to other consoles may come as a result of generally poor Platformer offerings since the system launched. Sure, Wii gamers have perhaps the pinnacle of platforming achievement in
Super Mario Galaxy, and there are reams of classic games available for download. Apart from a list of licensed titles that we'd just as soon forget, Mario and
Dewy's Adventure still stand out as the best platforming the Wii's had to offer in the past two years.
Crash: Mind Over Mutant and its predecessor are welcome additions to a weak platforming library on the Wii.
As the story plays out, Crash's old nemesis Cortex is attempting to take over the world with a mind-control device that purports to manage every part of your life, including social networking, productivity, and entertainment. The irony is that putting on the device really will manage your life, by turning you into a mindless, drooling mutant. Hey, it sounds implausible, but if it can happen to Coco, it can happen to you. Crash must once again saddle up and ride out to foil Cortex's evil schemes. If you played Crash of the Titans, you know those cowboy references aren't just symbolic; Crash: Mind Over Mutant brings back the gameplay device where Crash uses Titans as mounts. The concept is extended now to include possessed Titans along with the friendly residents of Wumpa Island that didn't fall for Cortex's marketing ploys. The idea of the stupid consumer buying stupid gadgets is thoroughly mined in the game, with some hilarious sequences and cut scenes. Crash: Mind Over Mutant pulls in many pop culture references in these sequences, showing off what must be a very adept design, animation, and development team. There is also a steady stream of dialogue running through the game itself that is hilarious. The timing on dialogue is not always very strategic or well moderated, creating some grating repetition that isn't helped by having to replay areas.
The big world that Crash explores in Crash: Mind Over Mutant lends itself to diverse level design, and the developers did some smart things by unlocking new parts of the world over time according to Crash's new abilities. There are optional missions scattered through the game that usually involve gathering a specific number of items, either timed or not timed. The primary missions must be completed in sequence, but once you unlock several mounts and have access to more than one part of Wumpa Island, the optional missions can make for an enjoyable distraction. Progress in Crash: Mind Over Mutant is synonymous with mastering the mount system. Finding, defeating, and capturing Titans is a necessary skill that helps you defeat enemies, gather items, trigger switches, and unlock new areas. The idea of storing a Titan for retrieval opens up a lot of gameplay, where levels are built to be accessible to both Crash alone, or while riding a mount. You learn that some Titans are especially good at doing certain things, and you become well acquainted with the attack style of Titans as you go up against them untamed. There is a nice co-op multiplayer that uses the second Wii-mote as a device for gathering energy and defeating enemies, a shameless variation on the way co-op multiplayer was implemented in Super Mario Galaxy, but no less fun as a result. What would have been nice to see as an extra is the type of mini-game action that appeared more prominently in later Crash games for the PlayStation, both for the single-player experience and for possible online play. It hurts to see online implemented poorly or missed entirely for a console that has 24x7 connectivity via broadband, but as the man says: It is what it is. At least we have some nice extras included with the game, such as art submitted from fans that appears after you complete missions.