Undermining the legacy of America's bendiest, strongest and most incredible family
The Incredibles: Rise Of The Underminer (THQ)
Remember the end of The Incredibles when Mole-man The Underminer exploded from the ground? Kinda set up the way for a sequel, didn't it? But what's this? We get a ropey old platformer instead? For shame.
Forgetting his son Dash's running achievements, Mr Incredible bounds off with Frozone to thwart all manner of pre-programmed, randomly spawning robots... under the ground! Cue plenty of bland set-pieces, silly game mechanics and naff RPG elements. Use your super-lift as Mr Incredible, but only within predefined spots; listen to Frozone tell Mr Incredible to lift up frozen robots, then watch as he just stands around. Incredible.
As for the rest of the Incredi-clan? Forget it. You'll be so 'enthralled' by level upon level of drilling robots and darkness you won't give a crap. Okay, so there are a few brief moments of interest. You can switch between characters at random to combine their strengths - although for some reason Frozone is a stronger, far more useful character than Mr Incredible himself.
So there you are! Underground and underwhelming, it's a shame none of that Pixar magic rubbed off on this.