I didn't play MadWorld for very long at all, and yet I think Yahtzee's
commentary is pretty much spot-on. By the fourth or fifth time I plopped a tire around a guy, drove a signpost through his eyes, and impaled him against a spiked wall, I was rather bored.
While I like the Running Man / Smash TV concept, it's used inappropriately. It's pretty clear from a level design standpoint that they did it to minimize the content they had to build. Rather than a typical brawler where you constantly progress forward into new areas, MadWorld traps you in lazy little deathmatch arenas and forces you to kill so many enemies for points. The caveat is that the points are doled out based on how gruesomely you kill things. For whatever reason, your basic fist and chainsaw attacks are "routine" to the audience. But involve a tire and, OMG, it's SO amazing! The whole game is geared around making you do those same three activities - wheels, poles and spikes - over and over again to satiate the crowd. I have a
chainsaw on my arm and yet I'm not supposed to use it in favor of Three Stooges sight gags. Yeah, smart move. It's even
better when I have to haul an enemy halfway across the level just to get to one of those pre-scripted death traps.
To me, it's yet another example of Driver syndrome. To explain, Driver had a lengthy tutorial inside a parking garage that explained the game's many pre-scripted combos to the player. This was, of course, back in the day when developers were as obsessed about fighting game combos as today's developers are about moronic quick time events. You couldn't leave the parking garage until you did every one of these things without bumping into the wall and it was very tedious. Compare this to a game like Grand Theft Auto. GTA says, here's the throttle, the brake, and the handbrake - have at it. The player is free to make up their own "combos."
Similarly, there's no reason why MadWorld has to show such disdain for its core mechanics. There ought to be enough fuel in a character with a chainsaw arm and a steel fist to make a compelling brawler. It would be like playing Final Fight and saying "Oh no, don't punch your enemies - throw barrels at them instead!"
That, and almost a decade after Sonic Adventure, Sega still hasn't figured out A: how to make a proper third-person camera that doesn't suck, and B: that platforming with said camera is infuriating. Unsurprisingly, the Wii Remote compounds these issues a hundred-fold.
I also didn't find the audio and visual components all that compelling. The reviewers who scored this game highly waxed poetic on the Sin City-style visuals and the fact that it's an M-rated game on the Wii - and all of them should turn in their Gamer Cards because those are
never legitimate reasons to dish out a 90% for something. But back to the visuals, yes, it looks like a gritty comic book. It's also clearly compensating for what would otherwise be laughable models and sets. And even with the style, the characters have all sorts of odd clipping and z-fighting issues when seen close-up. The fact that they limit themselves to black and white means that enemies don't stand out from the noise and actually have goofy beacons above their heads to highlight them. Then the sound, the sound is just a mess. You've got some rap in the background - with vocals obviously. You've got two commentators who repeat themselves incessantly. And you've got all of the gameplay sound effects too. All of these components are evenly weighted such that no one component stands out - and it's headache-inducing to have people talking over people. Any polished game would have ducked the music when commentary started. Even the sound effect words that show up (think 1960s Batman) - you couldn't do better than Arial font? Boom, indeed.
The whole thing smacks of an unpolished product relying on violence and an avant-garde visual style to mask its shortcomings. It's not the 1990s anymore, guys, we can do better than this. The sad part is, economists will probably look at the sales of MadWorld and say that it doesn't bode well for mature games on the Wii. But, in my opinion, it has more to do with how MadWorld is a thoroughly pedestrian game with a high price tag and a laughably short play time... the astonishing GTA: Chinatown Wars notwithstanding.