Entirely different than it’s next generation counterpart, Pirates of the Caribbean: At World’s End sports a far better fighting system, with a more fluid sense of sword fighting that benefits the game greatly. While the production values feel significantly cut, this is the better game at its core. The slapped together Wii controls sadly bring it back down from other comparable versions.
Cinematics are the first impressions gamers will have with this summer movie based title, and it’s a rough start. The character models are sloppy, animation feels unfinished, and the dialogue lacks any of the sly wit of the films. The first few challenges are dull as well, performing a mundane rescue by saving prisoners by flipping switches.
Combat begins and this engine has a chance to work. It’s still rough around the edges, but at the very least, the player feels as if they’re causing damage and actually landing strikes as opposed to the miserable Xbox 360 edition. Fighting multiple enemies can prove problematic, as there are far more offensive options than defensive, though the combo system does allow for a few quick shots on other foes than the one you’re focusing on.
On the Wii, this is all handled with the Remote. Swinging it side-to-side releases rapid strikes, up and down delivers more powerful blows. These can be strung together to create various moves to keep the repetition down. With the number of enemies, playing becomes an issue of stamina as your wrists wear down halfway through a level.
If there was any benefit to this, it might be acceptable. However, you’re not making sword-fighting motions (which would actually be worse in execution). Wildly flicking the controller is no more intuitive, exciting, or involving than hitting A on any other console. Additional acquired weapons, such as daggers or bombs, are handled with a button press, further alerting the player that the motion controls are tacked on.