When initially playing Tron: Evolution, I was aware of its
sister title Tron: Evolution – Battle Grids, however I did not own a Wii
at the time and I admittedly wrote it off as just a minigame collection. When
writing my re-review of Tron: Evolution, however, I discovered that the
story of Battle Grids, as simple as it is, is actually important to the
narrative of the game, and so decided to seek it out and actually play it for
full context. Despite running into some technical difficulties during my
playthrough, I got some enjoyment out of it, more so after I figured out what
my earlier issue was.
After winning a Light Cycle battle against Quorra, a Program goes to
Tron City and meets her in person. In preparation for the Grid Games, Quorra
introduces the Program to Zuse, who takes them to train under Tron. The Program
is then told that, due to their skill in the various games, they could give
ISOs someone to look up to by becoming the first ISO to win the Grid Games.
Though the story is simple, as stated above, it actually becomes
important to the events of Tron: Evolution by the end of it. From my
research, collecting all the Abraxis Shards in Tron: Evolution is what
helps bridge the gap between the two games’ stories, though I will admit I have
yet to find all of said Shards myself.
Due to hardware limitations, the graphics are definitely not as
detailed as the PS3/360 counterpart, however Battle Grids works around this
by going for a more stylized, cartoonish aesthetic that works with the
minigame-focused nature of the game. Characters such as Quorra, Tron and Zuse
that were based on actors starring in Tron: Legacy are additionally stylized
such that it retains their respective likenesses to a certain extent. The game also features a somewhat brighter color palette while staying true
to the general Tron aesthetic, the end result edging closer to the (criminally
underrated) TV series Tron: Uprising.
The gameplay differs between each of the different games, with most offering
the ability to use the Nunchuck accessory, though some, such as Light Cycle
events and similar, opt to only use the Wiimote and the option of the Motion
Plus add-on. It is in these events that I came across a rather intriguing bug
that seems to depend entirely on what style of Wiimote you are using.
Light Cycle Arenas replicate the look and feel of the Light Cycle segments of the films rather well. |
For most of the game, I had been using a Wiimote that had Motion Plus
built-in, as it worked the best for me when playing the Epic Mickey
series. However, once it came to the Wiimote-only games that make you use it
like a steering wheel (inviting one to potentially use the Wii Wheel accessory if
they so desire), it suddenly became utterly impossible to steer, though I was
still somehow able to get by for most of the game despite that. This came to a
head at about past the halfway point of the story, where I absolutely had to
come first in a race in order to advance; after much frustration, I decided to
try the standard Wiimote I had with a Motion Plus attachment,
only for that to suddenly work perfectly with and without the add-on, allowing
the event to become infinitely more doable. While I did start to enjoy the game
more after figuring out this problem, I realized that multiplayer would be
impossible for me unless I bought a second standard Wiimote, since it seems that
only controllers that have Motion Plus built in will not work with the game.
The camera is placed in an isometric view for most of the game, mostly
in hub worlds, with the exception of some minigames. Since there’s no way to
adjust the camera, not even to look up in some angles, this can make things a
bit awkward in hub worlds, particularly when some amount of parkour skill is
required to obtain Bits, the game’s currency used to unlock vehicle and
Identity Disc options for games as well as customization options for the
Program. The amount of options is somewhat sizeable for what it is, though unlocking everything requires obtaining a good number of Bits either from exploring hub
worlds or doing good at the various games.
As with Tron: Evolution, the Battle Grids version builds
off of the music present in Tron: Legacy, albeit taking it in its own direction.
Though it features a couple Daft Punk tracks from the movie it’s tying into,
including “Derezzed”, the music original to this game has a generally lighter
tone to it that works with the gameplay and aesthetic while still fitting in
with the world of Tron. Returning voice actors such as Jensen Ackles (Gibson)
and Fred Tatasciore (Kevin Flynn) deliver good performances, as do returning actors
from the films such as Olivia Wilde (Quorra) and Bruce Boxleitner (Tron). According to behindthevoiceactors.com (the credits do not
specify who voiced what character), original characters Calchas, Kalev, Bosh and
Blaze are voiced respectively by T.C. Carson, Robin Atkin Downes, Fred
Tatasciore and Nolan North, all of which do so to good effect. The same can be said for James Frain, who reprises his role of Zuse from Tron: Evolution (according to the Tron Wiki).
Tron: Evolution – Battle Grids is an interesting entry in the Tron
series, being an intriguing minigame collection based on the franchise while
also being a more low-key prequel to the other home console versions of Evolution.
The visuals and music are both pleasing as well, taking what was established by
other entries building on Tron: Legacy and taking them in a unique direction.
While my own experience was somewhat marred by a badly-responding Wiimote, fans
of the Tron series can check this game out for the story relevance while
those looking for a more casual experience can find a good assortment of Tron-inspired
minigames here, especially fans of the Light Cycle segments of the films.
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