If you click on a link and make a purchase we may receive a small commission. Read our editorial policy.

TRON: Evolution

Unnatural selection.

There's an undeniable grace to the way the characters move around each other, and it's satisfying to propel yourself off a digital bench (you know, in case the computer programs need a sit down) and de-rez an enemy with a well aimed throw. But like the platforming – and somewhat ironically, given the title of the game – the combat hits an invisible ceiling fairly early on and refuses to evolve beyond that point.

Different enemy types are vulnerable to different disc powers, but that's as far as the depth goes. Sprint, dodge, throw, sprint, dodge, slam. Repeat until done. By the time the final level starts throwing dozens of respawning foes in your direction, there's a good chance you'll be finishing them off on autopilot rather than from the edge of your seat.

Breaking up the adequate meat of the game are some rather half-hearted vehicle stages. Occasionally you get to pilot a Light Tank along digital highways, blasting other tanks and those hovering Space Invader things as you go. It's a change of pace, but not a particularly compelling standalone gameplay mechanic. Control is wobbly and the challenge is weak.

Light Tanks aren't as exciting as they look.

The Light Cycles, those iconic modes of digital transport, fare slightly better. There's no denying that they're fast, but anyone hoping to relive childhood memories of the game grid might come away disappointed. At no point in the story do you get to actually play Light Cycles in the way you'd expect, instead hurtling through obstacle courses to reach the next platforming section. The Cycles now handle exactly like normal human motorbikes, their lightning-fast right angle turns now only of use in multiplayer games. Once you've blasted through one trial-and-error Light Cycle section, you've seen everything they have to offer.

It all looks fantastic, though. The bold neon-striped visuals are particularly well suited to the crispness of HD, and you'll probably spend a few seconds just revolving the camera to see how the glowing gameworld reflects off your shiny black and blue armour. Likenesses of the movie cast are above average, and are supported by good voice work. There's no Jeff Bridges, sadly, but his impersonator does such a good job that it was only at the end credits I realised it wasn't the Dude himself.

Much like the story mode, the multiplayer follows a well-worn path, taking in the expected deathmatch, flag capture and king of the hill variants. The game engine isn't ideal for such things, but nor is it terribly unsuited. On some maps you can roar around on your Light Cycle, though the heavy motorbike handling persists, while cluttered ramps and debris make the traditional "box 'em in" gameplay a frustrating fiddle. The two things that TRON fans will surely want to relive the most – one-on-one Light Disc duels and pure top-down Light Cycle action – are off the menu.

Digi-would.

XP (reimagined here as megabytes of data) is earned whenever you level up to the next version of your software, and can be cashed in for upgrades, which are then installed or archived. There are no additional powers for multiplayer, but you can buy better Light Cycles or opt for different loadout combinations.

Again, it's all functional to the point of predictability. There is one small innovation that bears mentioning: you carry the same character stats and powers across both story and online play, and can switch between the two without leaving the game. It's neat, but inessential.

The story mode will last you a few evenings, at most, perhaps more if you feel compelled to replay levels to unearth pointless "TRON files" and "Abraxas shards", which fill in backstory but offer no tangible gameplay benefit. The multiplayer is a decent distraction, but its standard thrills are unlikely to retain full lobbies for very long.

The sum total, therefore, is a game that entertains without inspiring, doing enough to settle comfortably into the realms of "good" while never exerting the additional effort required to raise expectations any higher. You'll come to the end of each level and struggle to remember what you just did to get there. There's nothing terribly wrong with such a safe ,formulaic approach, and the end result is undeniably superior to most movie tie-ins. But for a property so steeped in videogame lore, it's a shame this so-called evolution clings so tenaciously to the same old templates.

7 / 10