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Review - Press Your Luck 2010 Edition (Wii)

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Published on Apr 19, 2010

Seriously, Ludia. You can do better than this. (Or can you?)

There are so many other problems with this game that I couldn't bring up, either because they were hard to recreate on video or it didn't fit into the other points I brought up about the game. So here's a brief summary of the OTHER things that are wrong with this game:

- The Whammies have no voices. Contributes to their flatness.
- Some of the questions are of the "Which of these is a so-and-so?" variety, meaning you'll have no idea what the answer is unless you see the choices.
- Because all the trips look the same, of course they're also worth the same. Round 1 trips are $3000, and Round 2 trips are worth $4000. Takes a lot of the surprise and decision-making out of the game.
- The character descriptions make it sound as if both the opponents are teaming up against you. Not that it matters, given how stupid they all are. Not once did any computer opponent earn more than two spins in a single round in any game I played, and on multiple occasions one of the players would have no spins to play with.
- Speaking of the character descriptions, some of them are just plain bizarre. Like one that says "Charles likes to take a bite out of life while Carol would take a bite out of anyone." Is Carol a zombie or something?
- There's a SECRET code that unlocks all the wardrobe items in the game, which you can get by entering the SECRET password on the wardrobe screen. What's the SECRET password? I can't tell you - it's a SECRET. (Didn't Hackers make mention of the fact that "SECRET" is one of the worst possible choices for a password?)

So there you go. The guy I borrowed this from is one of the absolute biggest fans of Press Your Luck out there, and even he didn't think this game was all that hot. That ought to tell you something.

The worst thing about all of this is that prior to this game's release, there were quite a few amateur versions of Press Your Luck for the PC that were, by all accounts, vastly superior. And yet, they all got C&D'ed by Fremantle's legal team to pave the way for this abomination. I was very much tempted to invoke the "Negative Personal" rule for the first time on this game, but decided against it because I'd already been harsh enough on it.

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