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Game Daze: 'Batman Begins,' 'Fantastic Four,' 'Madagascar'
Thursday, July 21, 2005

'Batman Begins'

Summer brings blockbuster movies. Blockbuster movies bring tie-in video games. All too often, tie-in video games turn out to be wince-inducing, slipshod products that have been rushed to store shelves by producers with no shame about riding the coattails of a successful film.

What a relief, then, to pop in "Batman Begins" (EA Games; PS2, Xbox, GC, GBA; $49.99; Rated Teen) and discover that it holds its own as an engaging stealth-action game as well as an interactive companion to the film. "Batman Begins" breaks no new ground in visual effects or gameplay, but what it does, it does well.

The game closely parallels the movie and draws heavily from film cut scenes to lay out background and introduce characters. From the gloomy Gotham City of Bruce Wayne's childhood to the Tibetan monastery where he learns to psych out and triumph over his enemies and back to Wayne Manor and menacing Arkham Asylum, "Batman Begins" is packed with atmospheric graphics and excellent sound.

A huge plus: The film's primary stars have all given the voices to their characters in the game, and they don't just phone it in. Film characters morph nicely into animated versions that look and sound lifelike and actually resemble their human actor counterparts. The voices and faces of Christian Bale's Bruce Wayne and Liam Neeson's Ducard are particularly good, although we wish that Ducard didn't spout quite so much mumbo-jumbo and that Bruce Wayne didn't have such a dorky stride when he runs.

And run he does. You'd think a guy with such a cool car would use it more, but more on that later. He also climbs, shimmies up ladders, hangs from pipes and swings into the midst of bad guys, using moves more than a little reminiscent of "Splinter Cell" hero Sam Fisher. Perhaps that's no accident, given that the game script was penned by "Splinter Cell" writer J.T. Petty.

But, unlike Sam Fisher, Bruce Wayne/Batman is the stalker rather than the prey. He relies on his ability to sneak up and scare his opponents. Despite his fancy protective gear and weapons, he's still a mortal who can be harmed by guys with guns. You'll find that he fares better in combat when he shakes them up first with tricks and noises, then depletes their strength by increasing their fear.

After drooling over the Batmobile in the film, we would have preferred a jazzier experience behind its wheel but instead found it to be surprisingly blah. We did enjoy unlocking the selection of cast interviews and bonus items that reinforce the game's relationship with its big-screen inspiration.

'Fantastic 4'

"Fantastic 4" is anything but fantastic, an assertion that becomes even more obvious after playing "Batman Begins." You can't help but compare the two, and you can't help but find "Fantastic 4" (Activision; PS2, Xbox; $49.99; Rated Teen) lacking in so many regards.

We'll give it points for a quick, concise opening sequence that outlines what's happened to our four heroes, educating players who haven't read the Marvel comic book series or seen the current film. So why, in a game modeled after a film, are there no film cut scenes to dress up transitions? Why are the graphics so often muddy? Why is that tinny, annoying music distracting us again?

"Fantastic 4" is one big combat-driven cartoon. The film's actors do an adequate job with voices, but graphics are disappointing. The Human Torch often looks like a big orange blob, and there's way too much clipping throughout the game. It's especially disconcerting to see Reed Richards' stretchy arms go floating right through walls or solid objects when he's NOT trying to knock them down.

Sound is irritatingly monotonous, as is gameplay, and the controls don't always seem to be responding to your direction. You switch characters along the way and try on their various skills, then punch, slap or hurl fireballs at enemies who vaguely resemble Gundams or mech warriors before reaching your nemesis, Dr. Doom.

But even with the opportunity to employ the nifty cosmic powers packed by each of the four heroes, battles are too easy to win and too soon repetitive. There's not enough here to hold your interest for long.

'Madagascar'

Sure, it's a kid's game, aimed at the same youngsters who've clamored to see the animated film about zoo animals that go on the lam yet aren't quite prepared for life in the wild. But "Madagascar" (Activision; PS2, Xbox, GC, PC, DS, GBA; $19.99 to $39.99; Console/PC versions rated Everyone 10 and up, Handheld versions rated Everyone) is the rare game that should please both parents and children by mixing in just enough bite to keep this sweet-natured adventure from ultimately becoming too cloying.

"Madagascar" is very easy to pick up and play, and it's relatively short. Players do a lot of jumping and collecting suspended objects, as in "Sonic the Hedgehog" games, in bright, jelly bean-hued environments. Once again, the plot draws heavily from the movie, but it's infused with enough little surprises to keep it fresh.

Imagine the perverse glee playing as Alex the lion and discovering your ability to scare away rude kids with your roar. And watch out for those dive-bombing, defecating pigeons! Their sudden appearance cracked up even a relatively jaded teenage player.

The film's actors don't return to handle voices, but the stand-ins do an acceptable job, and we doubt the kids will notice. But, once again, we're baffled as to why "Madagascar's" makers didn't make more use of clips from the DreamWorks feature that inspired it.

First published on July 21, 2005 at 12:00 am