Diving onto my desk early last week, I was less than enthralled about reviewing Wanted: Weapons of Fate. I’ve never read the graphic novel and I had no intentions of doing so after seeing the movie. That is, until I played the game. Completely reshaping the way I view the Wanted universe, Weapons of Fate is, by no means, the greatest game ever, but the game is certainly something that you shouldn’t brush off just because of your past experiences with the movies or the graphic novels.
Picking up where the movie left off, Weapons of Fate features a brand new story and all the charm that at least made the movie entertaining to watch. In this game, however, you’ll not only get to play as Wesley, but you’ll also get to play his late father, Cross, through a series of flashback missions. Luckily, the flashback missions don’t feel tacked on, and the perspective from a different timeframe really helps move and give depth to the already engrossing story.
Within moments of playing the game, you’ll have already noticed what sets Wanted: Weapons of Fate apart from other third-person shooters. The game’s special moves, such as curving bullets or its version of “bullet time”, all feel like genuine aspects of the gameplay and not just elements they had to use. Plus the game’s cover system is an immense success. Making full use of the environment, items are scattered throughout the game’s nine levels, and the game does a great job of allowing you to move from cover to cover. Honestly, it’s probably the best the cover system I’ve ever seen in a game. The game’s sensitivity, no matter how you change, does feel a bit off, but I honestly lost myself in the engrossing gameplay so many times that I just completely forgot all about it.