PROS: An amazing take on the beat 'em up genre; hundreds of ways to butcher enemies; awesome boss battles
CONS: Two-player mode feels cheap and tacked on; play-by-play commentary gets old; motorcycle levels are clunky
When Pat first booted up MadWorld, the ensuing screams of chainsaw mayhem brought editors and staff members a-running from every corner of the building. Every single person in the office crammed into the test cube to watch the bloody spectacle and holy hell were we impressed. Dark, brutal and hilarious in just the right way, MadWorld is a title that has rocketed to the top of every staff member's must buy list.
4.5 out of 5
A-
MadWorld is not a perfect game, and for some it might be a tad on the short side (five-to-six hours). But I had a blast on this roller coaster through a unique world. The immersive combat (aided by shockingly-fun Wii Remote and Nunchuk controls) would not have been as enjoyable if played on a traditional gamepad. Despite my early skepticism on the decision to bring this game exclusively to the Wii, I don't think the experience would be nearly as interesting on either HD console. The design constraints of Nintendo's system forced the developers at Platinum Games to be creative, and they followed through on their creativity by putting together a thoroughly enjoyable brawler with just the right amount of the ultra-violence.
IGN US Madworld review:
Closing Comments
I realize that not everybody will find MadWorld's unique visual and aural presentation appealing, but to me, the game is an instant collector's item and a Wii showpiece, not just for its amazing style, but for its label-busting content. Anybody who says Nintendo's console is just for kids will see things very differently after a few chainsaw- induced mutilations. More importantly, though, MadWorld does not place emphasis on style over gameplay, so there's plenty of fun, smart mechanics to back up the overwhelmingly slick look and sound of the title. You'll be floored by some of the scenarios that await you in the fast-moving beat-'em-up, surprised by the unexpectedly well-made storyline, and simultaneously grossed out and cracked up by all of the completely over-the-top gore. Even with some camera issues, some repetition, and a decidedly short single-player mode (if you play it on normal difficulty), SEGA and Platinum Games have still created Wii's first truly excellent game of the year.
I'm begging you, buy this game so that we'll see more like it.
9/10
IGN UK Madworld review:
Two things strike you very quickly about MadWorld. Firstly, it makes SEGA's recent The House of the Dead: Overkill look like a tea party in a nunnery. Secondly, it's one of the most visually arresting games ever devised.
What? That's un-possible!
Think Hostel meets the Running Man, only cleverer and infinitely funnier. Much like Overkill, it's a game that shirks subtly for gratuity and ends up mailing most of its laughs back from somewhere far, far over the line of acceptability.
Surprisingly, it's not the violence that's likely to cause most offense in MadWorld though. That honour goes to Greg Proops and John DiMaggio's delirious turn as Death Watch's foul-mouthed commentators. It's an astonishing stream of no-holds-barred crudity that hurtles from bigotry to misogyny and back, by way of several thousand expletives – including one choice word that literally made us drop our controller in surprise. It's the kind of aural assault that's so relentlessly, knowingly offensive, you'd have to be fairly puritanical not to get totally swept up in its giddy revelry.
You see, it's all about points. You need a certain number to progress through a stage, unlocking mini-game-style Bloodbath Challenges, more outlandish weapons and boss encounters at various pre-designated milestones. MadWorld's rules are simple: pain, effectively, means points and – with a classic arcade multiplier system at its core - the more creative your masochism, the greater your reward. That would probably be justifiable grounds for grumbling politicians and horrified newspaper headlines if your arsenal wasn't quite so dizzily deranged. Success depends on informed experimentation and, as you progress, MadWorld's ultraviolent surface thrills melt to reveal its nuanced fighting system. Ultimately, it's about taking pride in your work - and the dizzying satisfaction as your most outlandish Rube Goldberg-style death machinations reach fruition. It's honestly and absolutely an obsessive compulsive's wet dream.
It's the classic Wii complaint – that there's too much reliance on the Remote's notoriously imprecise motion-sensors. There's an incredible amount of gesture input in MadWorld – from chainsaw swipes to nunchuck dodging – and, too often for our liking, arm movements either fail to register or produce unexpected results.
Seems to be at odds with the US Sites description?
Closing Comments
Control issues hamper fluidity but there’s no denying that, with some investment, MadWorld rewards in huge doses, delivering an incredibly visceral experience that's as stunningly unique and obscenely entertaining as it is just plain obscene.
8.9
IGN-Video-review-for-lazy-people
7/10
8/10
Yeah bugs its pretty awesome but personally I didn't like the first varrigan city level. Asia town is the best so far. I need to beat the castle. Zombies? They mix things up. Man darts is hilarious though.
will tell you what their impressions were tonight
by the way i loved this game right from the tutorial ... if you guys say it keeps getting better and better i can't wait to see what's in store for me!
Sounds like fun times. Wish my friends were into hanging out gaming and stuffing our faces with pizza.
So I got to the dungeon boss. Boss is cool. Not sure how to effectively beat him though.
Not a fan of the actual level though. After replaying the castle level I got to work out how to beat the reaper. The zombies always rush you though which forces you to camp out at kill points. It was fun killing that boss.
I think this is a game which gets better when you replay the levels and explore what all the environment features do.
The dungeon level is eh, okay. Maybe I need a second playthrough to get it. One thing I dont like is that Asia town felt like a proper level, you were progressing. The other levels are more like arenas where you just slaughter. All the levels should be like Asian town, rather than just racking up kills for points. That makes it feel like a slugfest.
You'll like the 4th level then. The first chapter of it is a motorcyle level (much better than the first one) Then the second chapter is the traditional beat'em up level, but it does have more of a level feel to it as you progress from one area to another. Eventually you'll be running around the whole damned thing (the 3rd stage in it was particularly brutal) once you've traversed around the whole area and you'll need it too. I won't spoil it, but here are mini-bosses in this level that make the grim reaper from the Castle look like a girl scout with a skinned knee. These guys are rough as hell.
NTSC-vs-PAL Madworld comparison video
How many levels are there post Dungeon and how many sections per level? Any tips on beating Frank?
There are two more levels after the Dungeon. The next one consists of: 1 motorcycle level, 1 standard brawling with everyone level, and 1 boss-fight only level. Then the final level consists of: 1 standard brawling with everyone level (the most interactive environment of them all), 1 mini-boss boss-run level (best way I can describe it), and 1 boss-fight only level.
As far as beating Frank, my first suggestion is to lift up your skirt and find your balls. If you want something more constructive, here's a few tips.
Oh its allright I worked out how to beat him. When he recharged I hacked at his legs.
I enjoyed it. I think with this game because of the black and white, the levels are actually more fun to play the NEXT time rather than the first time. I started spotting more ways to kill and got the layout down.
Yeah, this game is better when replaying levels.