Emergency Mayhem Review - Emergency Mayhem Review


Second, you have the sort of mini game we’re getting all too used to on the Wii. You know: shoot down the balloons carrying fairground punters skywards; pump up the tyre or put out the blaze by pumping the Wii remote up and down; pick which wire to cut to defuse a bomb; guide a fly out of some poor guy’s stomach with the remote. As always, these are a mixed bag, depending on what you’re doing and how well implemented the remote controls are. Fly guiding is a nightmare as you struggle with an over-sensitive control system, while the game where you have to crank a handle to shoot down a fire hydrant is a worryingly hit or miss affair. Balloon shooting and monkey blasting are fun, but we’ve seen this sort of thing done better by the Raving Rabbids games.

Despite a decent handling model and reasonably packed streets, there are problems with the Crazy Taxi bits as well. For one thing, there’s no mini-map, meaning you have to rely on a single guiding arrow and your own knowledge of the area to get you from A to B fast. In fact, the street layouts are too complex and the arrow too vague to be really useful, so it’s one of those games where you’ll just have to keep trying until you have a working map in your own noggin.

Unfortunately, you’ll get plenty of time to put that together. Whether you’re playing as the cops, the ambulance or the fire services, you have to fill the Mayhem gauge within the single main time limit or it’s game over and you find yourself back at square one. To start with, the limit is generous and the game throws around a whole mass of time extension tokens to help you out. However, as you unlock more areas you have more to do in that time and you’ll find yourself repeating the same set of missions over and over and over again.

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