![]() The Nintendo DS version looks great for a DS game but feels a bit downscaled from the PSP game. Both the DS and PSP versions were developed around the strengths of that platform, but for the most part the Sony portable gets the better edition: it looks and sounds better, and with a wider, higher resolution screen you get a better view of your surroundings. If anything, G-Force feels like a serious action design and this is the kind of "kid's game" I appreciate because, hey, sometimes these designs are a guilty pleasure for the more mature, hardcore crowd. The designers do throw in the ability to see the next checkpoint through the use of scanner goggles, but it's an option that doesn't need to be used if you're an observant gamer. At the very least the game doesn't feel like it was dumbed down to cater to a younger crowd. ![]() G-Force is not a particularly difficult game overall, but then, consider the target audience. There is a pretty cool element where you'll occasionally take control of specific appliances to help your character rather than have it hurt him: a favorite is the vacuum cleaner, which can be used to suck up Darwin and then used to catapult him over obstacles like a wall of lasers that prevent access to the next part of the game. Some doors remain locked until players "hack" into the system by playing a mini-game – on the DS it's a "connect the pipe" puzzle, on the PSP it's a basic game of Dance Dance Revolution using the X, O, Square and Triangle buttons in time to the rhythm of the music. ![]() Some require the use of Mooch the housefly to get through normally inaccessible areas and scan needed items like keycards. Levels are pretty straightforward in their design but the designers try to shake things up with a few puzzle elements. The weapon combat is extremely basic button mashing since there's only one attack button, but later levels feature enemies that are a little tougher to get rid of and require a bit more leaping and attacking combinations. Sofas and tables make good mid-level steps, and the designers have fun giving players a good amount of oversized, real-world obstacles to overcome. Since Darwin barely scrapes the one-foot-tall height, his environments – usually offices, kitchens, hallways - are human-scaled so he'll have to do lots of climbing and jetpack hopping to get up high, many times into the rafters or vent shafts. The majority of G-Force's action revolves around a "go from point A to B" 3D platforming design, with a bit of basic Ratchet and Clank-style weapon combat thrown in. G-Force follows Darwin, a crazy-skilled member of an elite team of guinea pigs, with the occasional mole and housefly thrown in for good measure. So while G-Force on the handheld may lift the same story and locations from the console, the DS and PSP editions offer a different take on a similar game. Both the Nintendo DS and PlayStation Portable are the same general experience, which is loosely based on the Eurocom design. For the two handheld systems on the market, Disney went with Keen Games, a German game shop previously known as Neon Studios. All of the console versions - Wii, Xbox 360, and PlayStation 3 – were developed by Eurocom using the same game design.
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