gamers (100%) found this review helpful
Controls- The remote's intuitive nature allows to easily step in and go at it with decent success, yet there is enough to it that you feel like you are improving somewhat as you go, and not merely flailing the thing around. Any finer tuned and it would lose some of the ease of stepping into it, and broader and it would feel far too flail-ish.
Action adventure- really the best way to incorporate the control system. While I listed that I enjoy the feel of the controls, they are still a bit too broad to really work well for vs. fights. Fighting scores of weaker enemies lends itself much better.
The look- While not 1080 hyper-real, I still think it is a relatively attractive game overall. Even the simplistic 'story' dialogue scenes brought me a bit of final fantasy tactics nostalgia.
Variety- Beyond simply the combat style, the greatest draw to me of the original game (only one I've played) was the array of weapons all replete with a variety of statistics, this offered some strategy behind choosing your weapon, as well as the frequent satisfaction of gaining a new one. This version has 7 characters with four weapons apiece, half of which you don't get until quite far along. Those weapons that they do have do not list any specifics stats to draw from when deciding which to use.
Non-fighting action- These are both the offered 'puzzles' as well as booby-trap type items. These feel heavy-handed and put into place as deliberate non-combat items rather then organic to the game. Puzzles are oversimple and limited to a few varieties (fan out flames, cut ropes to lower a bridge). Were they a part of the puzzle-ish aspect they'd be fine, as the whole thing they're laughable. The booby traps are worse, many of which are completely unavoidable without prior experience (most of the blame falls to a slow-responsive camera that I'm out of space to discuss)
Overall the idea was good, the controls solid, but feels a bit underdeveloped.