Wanted: Weapons of Fate, which follows Wesley as he endeavors to find out who exactly his mother is, and what she had to do with the order he just destroyed, follows the continuation of the feature film.
A general public expectation for a game that is based on a movie based on a comic book is prone to doubts in the integrity of carrying the pure movie information over to the games. To make this work, GRID had to accomplish a storyline with some tactical 3rd person shooter gameplay while keeping gameplay very varied and true to the actual content of the comic books largely themselves. There are definitely intense bullet sensibilities that lead to vivid scenes and interesting gameplay in few form, but Wanted: Weapons of Fate only marginally pulls off whatever small dose of action it contrives.
Wanted: Weapons of Fate manages in some way to recreate the tremendous sound effects and visual of the film, but the 360 version ends up with poor frame rate, cutscenes, and lack of textures. Taking some artistic susceptibilities directly from the comic book with the world and cinematic storytelling style of the film, developer GRIN has definitely achieved some interesting qualities. You have your typical James McAvoy model that is sporting the black leather sleek costume from the comic book, and you also have the great storytelling style. That only leaves one thing: gameplay, how the game actually plays and what the quality of every single gameplay idea is like cohesively to make up the game.
Gameplay bullet sequences are interesting. You can bend your bullets, and it is very intense when you shoot a perfect curve to make the camera follow your bullet right into someone’s brain followed by the traditional ‘splash’ audio from the film. The primary bullet contact is guarded by the adrenaline meter, indicated on the top right of the HUD with bullet casings on the top right of your screen. Most of the game revolves around peeking out of cover and shooting normally, or to earn extra Adrenaline, sneak up and go for a brutal melee kill. Once these casings fill up, you have one of two options, curve bullets or execute a slow-mo quick move that has you sliding from one cover to another, but giving you a chance to also take down other enemies. Having a Matrix style slow-motion works well for Wanted: Weapons of Fate, but does not encourage you to collect adrenaline. Unfortunately, while bending bullets sounds great on paper and could have been great if there was some real depth to each bullet, bullet combat just affronts as mediocre at best.
Wanted: Weapons of Fate can play really well to anyone who wants to know what happened after Wanted. Considering the comic books are not really known among a large variety of people, Wanted just needed way more to really come out on top and unfortunately is a game that falls short. While there was an insouciant amount of effort to make it well playable, it does not seem enough for the $59.99 MSRP price tag.