ReviewAqua Teen Hunger Force: Zombie Ninja Pro-Am


Aqua Teen Hunger Force: Zombie Ninja Pro-Am

Developer: Creat Studios
Publisher: Midway

Release Date: 11/5/2007

ESRB: M

Genre: combat
Setting: cartoon

Much like the show, the game's dubious title: Aqua Teen Hunger Force Zombie Ninja Pro-am, is more or less a misnomer. After all they aren't teens, there isn't really a lot of water involved and, as far as the hunger force implication, yeah, that doesn't happen either. The Pro-am in the title could be pushing it, too, considering the entire package prides itself on being an action golfing combat kart-racing adventure fighting game ... accuracy is not the first quality that springs to mind. Spending 10 minutes with the game, (again, much like the show) and you will find that the game's strongest suit is humor, and that the funny keeps strong through the games entirety, even if the rest never endures as anything beyond a fallacy. Zombies and Ninjas are not included.

Even before the golfing gets into full swing, I found the menus to be enjoyable. The benefits of having the entire cast of writers and voice actors from the show is obvious in the hilarious familiar lines from the show and a bevy of new dialogue, particularly for those familiar with the cartoon.

In a strange way akin to actual DVDs, the game packs complementary extras, and the bonuses include an array of artworks, character cameo clips from the show and even four episodes featured from the series. It may seem a negative to say that I couldn't wait to watch one of the episodes instead of playing but yet I feel confident that the game acts as a standalone episode in and of itself and draws from the source material excellently to create an environment that extends the show rather than taking away from it.

Once I got started with the single-player story, I was quick to realize that the game's graphics were true to the source. The show isn't what one would describe as "high tech CGI", and the game expresses this for better or worse. Most would consider not being able to distinguish each of the large patches of hair on Carl's shoulders may be a good thing, as the hyper-simplistic form of visuals packed in is minimal; the show is created primarily with Adobe Photoshop and After Effects, so anything too advance in technology or in-depth detail would feel strangely out of place.

The tutorial takes place by having Shake tee off with the goal of smashing Carl's windows; you soon find yourself traveling to the main hub of the game. From here, Frylock is admitted to Jersey Pines, Carl's car is subsequently stolen in good fashion and used as a means to arrive at the prestigious golf course, complete with savagely violent hell-bent trees, a sewage plant and its flowing rivers, and a list of pissed-off attendees, ranging from space aliens, cybernetic ghost announcers, robot turkeys and "crabs" which had a taken origin from Carl sometime ago but need no further description. All in all, it's plenty of obstacles to keep you as far away from the green as possible.

Out of the many genres the game claims, golfing has the larger portion, as each of the levels is a gigantic golf course. You have your assortment of clubs to choose from — as is the norm for golf — and want to avoid hazards such as water, lava, exploding robots, wrench men and, you know, Fargates ... which is not so norm. You also have a wide array of extra help, ranging from mulligans to shadier forms: like the meat cheat and the fry cheat, which has your companions aid in your desire to get the ball in the hole. Instead of being warped to the ball when it reaches its destination, though, you travel on foot through hordes of baddies. With pure hack-and-slash fighting, there is little room for tactics or general skill, as the only thing that matters is whacking them more than they whack you.

While Shake is the only one who wields a club to tee off, you can switch between Frylock on the combat field to add a little variety as a long-range attacker. You will find that the power-ups don't stop with your swings, as you get any number of different weapons (with the guitar being my favorite) and abilities such as the Meatwad distraction to try to gain the upper hand in fighting. There is a slight touch of exploration involved, as you can find different objects hidden in the levels that grant unlockables, but I wouldn't say it really adds any longevity to any of the levels.

Each hole has an end-level green scenario, which usually is based on any of the Aqua Teens' past foes (i.e., Mooninites) taking their aggressions out on you with direct force, or indirect annoyance through chance obstacles you'll have to work through. The kart racing only appears a handful of times throughout the game, and I found that while the courses were set up so as to create entertaining enough environments to race through, the lack of music (which you will find in the combat portions of the levels) was an odd choice, especially given the circumstances the Aqua Teens usually find themselves racing in.

While the game spreads itself thin in all territories, I wouldn't say any are particularly bad. The kart racing is fun with enough boosts spread around, the golfing is adequate with the courses conspiring in a particularly savage way to stop you, and the combat has just enough quirks in terms of power ups and enemies to not bore you as you work your way across the course. Problems do persist though, with some of them falling into a rather ironic category.

First and foremost, the game is humorously short for a golf game, only having eight real holes and three different races to choose from. The different places you will travel to range from any of the strangely laid-out courses in Jersey Pines, the Moon, the scary likes of Hell itself and worse, the re-creative projection of Meatwad's mind, so the levels do stay interesting. The camera on foot felt awfully claustrophobic, though, as more times then not, I would be seeing too much of Shake and where he was in accordance to the ground and not the enemies, and I had little control of the view.

The lack of any real way to build on the fighting was an unfortunate choice, as the game becomes dangerously close to outdrawing the time it takes between each hit ball with a quickly respawning enemies. In some of the later levels, you will feel more like you were hiking across the landscape regretting a short cut you had used to hit the ball with no real way of getting there faster yourself.

The complete lack of music in the kart-racing sections as mentioned earlier will be hit or miss with most. The soundtrack is heavily reminiscent of heavy 1980s hair metal, never much else. I found it to be a nice match for what was going on and prefer the style of hardcore sound it represents. The best audio, which should have been given more attention to, were in fact the Aqua Teens. The tertiary characters having only a few quips is understandable, but why not give the main characters a dozen more lines and create a better sense of appreciation for the player who will be spending X amount of in-game hours with them. If you are to give them funny lines, make sure they stay funny by giving them a greater arsenal so that the games strongest quality doesn't diminish over time?

The end-level bosses serve as a way to encourage one last attempt of difficulty, which will more likely frustrate you as of the unbelievable amounts of damage they usually take with the most basic of fighting engine at your disposal (you know, the old one ... one one action button). As if some of the obstacles weren't already steeped in unbalanced trial and error, some of the power-ups work against you in a severely harmful way (game-ending even). The meat cheat was an especially stupid idea, as instead of getting the ball close by tapping the X button, 10 out of 10 times, I would use it on the green, and my ball would literally fall through the level, having me restart the entire course for an entirely different round borne from awful programming and a broken mechanic. Don't bother putting something so detrimental if it ends up ending the level automatically, as it's a great way to advertise why not to play your game.

The game has a few problems sure, but what self-respecting action-golfing-combat-kart-racing-adventure-fighting game wouldn't? Though I don't see an emergence of the genre coming to light, the game can stake itself on originality with content, which is definitely a rare quality in gaming today. The game goes beyond cheap cash-in with obvious props from the makers to work directly with the actors and creators to make something that not only doesn't suck, but does a pretty good job of entertaining and attempts to offer replayability through some unique scenarios and neat unlockables (with the brood witch fight being one of the funniest in bonus cutscenes I've viewed in a good while).

I usually don't take price into consideration, as its something of an unchangeable staple I expect with games, but with the price tag of $20 associated with the title, any diehard ATHF fan should jump at the chance to play this, and anyone who appreciates good humor and an unorthodox gaming experience based around a laugh won't be let down. For anyone who's looking for any solid golfing or a mean competitor for all those kart racers out there, you do remember we are talking about a (game based off of a) show that centers itself around three talking food items who hang around their house all day, right?


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About the Author, Pat (A.K.A Pashford)

I'm just someone who possess an incredible passion for video games. I've been gaming for around 16 years of my life and I'm not slowing down anytime soon. I hate to think about the disrespect gaming might garner from people who only look in from a small window and judge something they know little about. If eveyone just lightened up a little, everyone could learn more, and in turn, just have a hell of a lot more fun with the entire medium. In that way, I just like to kickback and enjoy, rock the virtual world when I can, and keep on moseying on in the real one as well. For Great Justice!