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what
you were doing. There’s
an argument to be made against using fixed camera angles in action games
and this is a prime example. But
even during the cutscenes, there’s no spark – characters repeat a
series of animation and the camera angles don’t change so instead of
paying attention I found myself skipping through the dialogue as fast as
possible.
In
a move that will surely infuriate some, Capcom included a dancing/rhythm
element to boss battles. Whipping
the boss (or the minions they spawn) produces musical notes that are
collected and added to a power meter.
When the meter maxes out Jack enters a dance mode.
Button icons scroll across a “zone” and pressing the right
buttons as they enter the zone results in more damage dished out on the
boss character. I’m not
averse to dance offs in a game, particularly when it fits the source
material well (like the Genesis “classic” Moonwalker) but I found
them to be tiresome, even though the film features much cavorting and
singing.

The
audio, like the visuals, pulls its cues right from the source material.
The problem here, again, is the repetition of the songs.
Capcom has some talented musicians on site and you’re telling
me they couldn’t hobble together three or four “battle” songs?
(Oh, the dangers of working on a licensed property!)
The voice acting is good though.
Apparently
the Nightmare Before Christmas is somewhat of a cult favorite in Japan
and this is clearly the market that was being aimed for – fans of the
cult film that may also be casual gamers.
But even they will have to admit that the shear amount of
repetition squelches most of the fun.
-
D.D. Nunavut
(November
27, 2005)
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