
| System: Wii, X360, PS2 | Review Rating Legend | |
| Dev: Hydravision | 1.0 - 1.9 = Avoid | 4.0 - 4.4 = Great |
| Pub: Atari | 2.0 - 2.4 = Poor | 4.5 - 4.9 = Must Buy |
| Release: June 24, 2008 | 2.5 - 2.9 = Average | 5.0 = The Best |
| Players: 1 | 3.0 - 3.4 = Fair | |
| ESRB Rating: Mature | 3.5 - 3.9 = Good | |
Nearly broken Wii controls only further exacerbate these issues, making even the simplest of tasks a chore. Motions are required for virtually every aspect of this game from opening your inventory to equipping your pistol. Major control problems quickly arise because of just how similar all these motions are and how badly the game registers them. The difference between pulling out a pistol, jumping, opening your inventory, and equipping a flashlight are somewhat slight and the game often doesn't successfully differentiate between them. This typically results in a very angering experience complete with many cheap deaths directly caused by frequent misinterpretations of your movements.

Nowhere are AITD's controls more painful than in its frequent driving segments. Here players will need to hold their Wii-mote and Nunchuk facing upwards and towards themselves, twisting both to the left and right to steer. Again, the game does an absolutely horrible job of actually picking up these motions, turning these portions into a test of the player's patience and luck more than their skill. Since most of these driving segments also have no checkpoints throughout, repeated failures stemming directly from these terrible controls become increasingly more frustrating. Being forced to replay these sections multiple times from their beginnings is maddening, boring, and only further accentuates their many issues.
Unfortunately, battling this game's camera and controls often proves more difficult than squaring off against any of its enemies. There are a few different enemies in the game, some requiring more work to dispatch than others. One enemy in particular forces you to hold down on the Wii-mote's D-pad to make his constantly moving weak point visible. While some of these enemies can be a handful, it is frequently easier to just avoid these conflicts all together. Running past enemies is incredibly easy, as the A.I. in this game is virtually nonexistent. Several times while playing, I stood no more than three feet from enemies while they just stared blankly back at me. Foes' sheer lack of effort when it comes to stopping Carnby leads me to speculate that they must clearly be getting paid by the hour and have no vested interest whatsoever in actually ending your quest.
While I may not have expected the same visual quality from the Wii version of AITD, the state in which this game was released is hard to believe. Almost every aspect of this game feels like it wasn't clearly thought through and is certainly executed poorly. As a fan of the AITD series, I was really hoping this title would help to reestablish and ensure a bright future for this franchise. Unfortunately, if the Wii version of AITD is any indication as to where this series is headed, then nostalgia may be all that is left for its many fans.
By
Adam Brown
CCC Freelance Writer
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