

Given the freedom of movement the game copes well with 10 players simultaneously engaged in online combat. The pace at which the game plays at is surprisingly swift. The backdrops provide plenty of variety and are suitable thematic to be memorable, while the customisation options are somewhat limited. Visually, MySims SkyHeroes is a comfortable title, but hardly excels in any measurable form. MySims SkyHeroes Comfortably Expands The Sims Franchise Both of these gameplay modes provide life beyond the Story Mode, and given that the game is ultimately designed with competitive play in-mind, the multiplayer is likely to be the biggest draw of MySims SkyHeroes for many. The game also offers online play for up to ten players on Xbox 360 and PlayStation 3 (six on the Wii or four on the Nintendo DS), with an intuitive lobby system and swift connection process. These take the forms of free-for-all and team matches in each of the race and dogfight gameplay modes. Four gameplay modes are offered both locally and online. MySims SkyHeroes features split-screen gameplay for up to two-players. With the female avatar being the primary option in the character customisation screen, it soon becomes apparent which audience MySims SkyHeroes is aimed at, making such a design decision all the more puzzling.

In order to keep-up with the curve, the player can customise their aircraft with unlockable components, but many of these are largely aesthetic with little-to-no impact on the vehicle’s statistics.

After only a light tutorial, the player is thrown straight into challenges that rapidly increase in difficulty. Though thoroughly enjoyable, the Story Mode is significantly hindered by a punishing difficulty curve. The player has the traditional manoeuvres available on the right analog stick, and though their implementation doesn’t challenge Top Gun’s C.F.I., they are a necessary inclusion given the hectic nature of the combat. Damaging enemies or environmental obstacles will scatter health pick-ups for the player to collect before engaging another enemy. Every power-up present in the races is also available here. However this doesn’t act as a detriment to the well presented missions the player is presented with, an assortment of the aforementioned races and dogfighting.ĭogfights are essentially lifted straight from the Nintendo 64 classic Star Fox 64 (aka Lylat Wars), with a modern twist. Even young children unlikely to warm to its slow pacing and poorly conceived characters. The story itself is poorly delivered drivel, with no bearing whatsoever on the gameplay.
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Solo players are also given a series of varying missions in the form of Story Mode. The game offers the standard Quick Play option. Against tougher opponents it may often be necessary to self-sacrifice a little momentum to avoid being temporarily taken out the race. Power-ups remain in play, but are far less influential on a player’s success or failure. On many tracks, these checkpoints will appear in different locations on subsequent laps. However, being sky-based the events take place over a series of checkpoints. It’s true that the key context of the game is races. While it’s undeniable that Nintendo’s cherished kart racing series has obviously been a great source of inspiration, MySims SkyHeroes actually plays a very different game. Based on first-appearances, many may be expecting MySims SkyHeroes to be the latest in a long-line of Mario Kart clones.

The game began as a Wii exclusive, but eventually branched out to PlayStation 3, Xbox 360 and Nintendo DS. MySims SkyHeroes is the former, and arguably one of the most successful in the series. The Nintendo DS launch version of The Urbz created an adventure experience of sorts, while the MySims series tackled racing, management, party games and even a detective game. There was a time when The Sims franchise attempted to branch out into new genres.
