'Wanted: Weapons of Fate' video game review

Angelina Jolie's action flick gets a game sequel

By Paul Semel

Special to Metromix
March 24, 2009

'Wanted: Weapons of Fate' video game review
(Credit: Universal/Warner Brothers Interactive)
Photos:
"Wanted: Weapons of Fate" "Wanted: Weapons of Fate" "Wanted: Weapons of Fate" "Wanted: Weapons of Fate"

Rating:
Developer: GRIN (“Tom Clancy’s Ghost Recon Advanced Warfighter”)
Publisher: Warner Brothers Interactive
Available On: Xbox 360, PlayStation 3, PC
Reviewed On: Xbox 360

When “Wanted” opened in multiplexes last summer, the absence of a corresponding video game seemed unusual. After all, the graphic novel-inspired movie was about an average guy who follows in his late father’s footsteps to become a world class assassin. Seems like a no-brainer, right?

Well, better late than never. “Wanted: Weapons of Fate” arrives nine months after the movie’s release, and instead of just adapting the film into a shooting game, “Fate” picks up right where the flick ended, sequel-style. Now, Wesley (played by James McAvoy in the film) wants to know more about mommy. So he shoots stuff. A lot of stuff.

In terms of the gameplay, “Fate” plays a bit like “Gears of War”—a third-person shooter that forces you to duck for cover to survive. Only it doesn’t work as well. Transitioning between cover positions is smooth, you’ll even stay safe as you go around corners so you can flank guys, but getting out of cover can be a little rough.

Among the other minor problems: There’s a visual trick each time a cut scene begins that makes the picture look like it’s displayed through oily water. Not only does it not fit with the rest of the game, but it might make you run to check on the wires connecting your system to your TV. It also doesn’t help that the game’s visuals are overly dark and in need of more contrast.

Once you’re used to those issues, they’re easy enough to ignore; the same can’t be said of the music. Particularly the simply atrocious music that accompanies fights. It’s also impossible to overlook the waddling movements whenever your character runs, which makes it look—oh, how to say this politely—like there’s some ammo clenched between Wesley’s butt cheeks. It looks really silly, especially for such a serious game.

Even with the flaws, “Fate” is still a good bit of fun. Not “50 Cent: Blood On the Sand” over-the-top fun, or “Gears of War”-ish best game of the year fun, but fun nonetheless. Especially when Wesley gets on a plane and is free to move about the cabin. Or when he learns to shoot bullets around corners. Or when you realize that sometimes the thing you’ve ducked behind for cover won’t cover you forever.

Some of the game’s more harried gun battles are gripping, the controls are taut and responsive, while the vocal work by some of the film’s stars—including Terence Stamp and Common—give an already good story more heft. And if you’re a fan of the original graphic novel, you’ll also notice a couple subtle nods that didn’t make it in the flick. Sure, the game is nothing terribly original, but it’s not that terrible, either.

Bottom Line:
Not bad, but we wanted better execution from this movie sequel as video game.

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