Electronic Theatre - THQ’s videogame titles based on family licences have generally faired better than most. While there’s been the occasional slip-up with the likes of The Incredibles: Rise of the Underminer and Spongebob Squarepants: Lights, Camera, Pants!, and yet Disney/Pixar: Cars and Disney/Pixar's Wall*E continue to be used as shining examples of how aiming at a younger audience doesn’t necessarily mean a dumber one. Dreamworks Megamind: Ultimate Showdown thankfully falls into that latter suit, promoting accessibility without watering down the entertainment value.
If you don't understand the worth of points that don't mean anything, you don't understand gaming.
I've played 2 of those although I don't count Lost as I'm a massive fan of the show anyway.
How is Avatar not the number 1? Everyone knows/ has done that one. And it is by far the easiest.
Wait, there's a game called Black College Football Xperience??
GB: "Games that tie-in to movies are made so the cinema experience can be extended to the home, and so gather more cash for the studio, though very few receive good reviews. Megamind was released in cinemas prior to Christmas and received great critical praise. Typically, the same cannot be said for the related video game. It was developed and published by THQ, and is available on just about every platform except mobile phone. The Xbox/PlayStation versions have each have two-player local co-op, whilst the Wii version reportedly can support 4 local players."
El33tonline writes:
"It’s such a pity that this unabashed cash-in on the cinematic release is as bad as Megamind is blue, because Dreamworks really had a solid opportunity to turn the tide on the history of dismal movie-tie-in games. When I first learned of Megamind: Ultimate Showdown I anticipated something that could easily become a hit if done properly. To my disappointment what actually ended up on the shelves was a wretched pile of many things putrid and I still believe that things could have been different (and far better for Megamind fans) if the developers had perhaps followed a direction I was hoping they would go - but more on that later. "