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NES box art for The Uncanny X-Men, the cover of NEStalgia episode 249

249 · The Uncanny X-Men

▶ Game info
VerdictSkip it
GenreAction
SeasonSeason 5
DeveloperAtlus
PublisherLJN
November 25, 2022 · 56 min · transcript available

Professor Xavier and his Uncanny X-Men are all that stand in the way of the rampage of Magneto and his henchmen. The X-Men: Wolverine, Cyclops, Storm, Colossus, Iceman and Nightcrawler, are ready to fight Magneto.

Our verdict: Skip it

We recorded this on Black Friday, so the pitch was that listening to us saves you the time of playing it. That is also the review. The Uncanny X-Men is a top-down, two-character action game with five stages and a Magneto fight hidden behind a code puzzle, and it never makes you feel like the X-Men. Even the title screen just says Marvel's X-Men.

What it tries

  • Pick a hero, enter any stage. Wolverine, Colossus, Nightcrawler, Cyclops, Storm and Iceman, each paired with a second X-Man who is a friend or the computer. It's a little like Mega Man's stage select, but not really.
  • An AI partner. We were briefly impressed that an NES game had one. Then we booted it up.

What doesn't work

  • Everyone plays the same. Characters either swipe or spew: a melee attack or a projectile. Wolverine and Colossus look identical in action. The stat bars (speed, strength, endurance, willpower) aren't in the manual, and we only felt a speed difference. Nightcrawler earns his keep by walking through walls, which at least hints at teleporting.
  • The partner gets stuck. The AI can't get around walls, paces back and forth firing at nothing, or locks the game outright. It happened in our first fifteen minutes. Playing as Nightcrawler is the dependable fix.
  • Enemies are filler. They respawn forever, die in a hit or two, and behave alike. Health drops so often that we stopped fighting and ran for the boss.
  • No sense of where to go. Stages are big and unmarked, doors are circles and squares, and the ship level has transparent tiles that left us unsure what was floor. It looked like a glitched Final Fantasy map. We reached bosses without knowing how.
  • Small, odd choices. Jump does nothing in a top-down game. Closing doors kill more than enemies do. There are no invincibility frames. Health isn't on screen, so you pause to check it, which gets silly in two-player.
  • Looks and sounds. Wolverine is cross-eyed, the cast looks like mug shots, and the putty-like sprites reminded us of Muscle.

The Magneto code

The box says it's up to you to defeat Magneto "if you can ever find him." To reach him you kill 30 special enemies in a stage so that code words in the ending text turn red, gather them across all five levels, and combine them with a code on the cartridge label. Nothing in the manual or game hints at any of this. We argued about it. We liked it as a puzzle and hated how missable it is: miss the red text once and you replay the level. The comparison was Metal Gear Solid's "look on the back of the box."

Beyond the game

Wolverine arrives on the NES in 1991 as a side-scroller. We said top-down isn't the problem; a sense of place and distinct characters were possible in this view.

The bottom line

Skip it. All voted no, and nobody voted it onto the Essential Games List. We called it bland, confusing and repetitive, and the one thing it had to get right, making the X-Men feel like the X-Men, is what it misses.

Written from our conversation in this episode.

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