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Crash: Mind Over Mutant for Nintendo Wii
Crash: Mind Over Mutant for Nintendo Wii combines platforming with taking control of large mutants. Cortex and N. Brio use a popular device to make others do their bidding. Crash explores Wumpa Island and surrounding areas to free his friends. You jump, spin and deliver light or heavy blows. Once a mutant is sufficiently stunned, you take control with Aku Aku and use its body.
Mutants offer more than extra muscle. Their special abilities also help you pass obstacles and solve puzzles. You can store a mutant and bring it back later, so a creature found earlier can become useful again further on. Mojo from enemies and destroyed objects upgrades Crash and his mutants. Landing hits without taking damage raises the multiplier, helping you earn new upgrades faster.
You follow story missions or use the map to find extra tasks and familiar routes. Conversations with inhabitants offer clues for the next step. You can play alone, but a second player can join locally with a second Wii controller; no Multitap is needed. That player can also provide support and shoot as a floating mask. Crash's house lets you view unlocked costumes, concept artwork, movies and information about mutants encountered along the way.
Region and language
Our Nintendo Wii games are PAL editions and come with a Dutch or English box, unless stated otherwise. By default, you receive the version for the European market. We note it in the product details if the region is different or the box is in another language. In almost all cases, the game is playable at least in English, and often in the other five common European languages too.
Manual
The manual is missing from this copy of Crash: Mind Over Mutant for Nintendo Wii. That is why the product title says “No Manual”. You receive the game in its box, without the instruction booklet. This makes the contents clear before you order.
The original printed manual usually contains at least English and often around six European languages. The languages vary by edition; Dutch is not always included. This information describes the original booklet and does not mean that it comes with this copy. A copy with a manual is offered separately when available.
The history of Crash: Mind Over Mutant
Radical Entertainment developed Crash: Mind Over Mutant, released on Nintendo Wii in 2008. It followed Crash of the Titans and retained the idea of taking control of enemy creatures. Lead designer Joe McGinn said development began immediately after that earlier game. Testing showed that players disliked leaving behind a Titan they had defeated. Being able to take and store such a creature therefore became a key starting point for the sequel.
The studio also wanted to use these mutants outside combat. Their powers gained a role in route puzzles, so choosing which creature to carry also affected exploration. Connected areas offered forks, return paths and places that opened further only after solving a problem elsewhere. The structure consequently shifted from a series of completed routes to a journey with more revisiting. Cortex and N. Brio's device gave that change its own story, satirising consumer technology.
Radical deliberately chose a fixed, directed camera. McGinn explained that this let the team build more detail into visible environments and keep local cooperative play on one full screen. The Wii manual describes how a second player switches between a separate character and a supporting mask. Marc Baril composed the music. Among Crash's Wii adventures, this entry therefore emphasises storing, upgrading and reusing creatures during a shared or solo journey.
Similar games for Nintendo Wii
The Wrath of Cortex for Wii shares Crash's jumps, spin attacks and searching for collectibles. There you choose separate levels from a hub and return for crates, gems and time relics. Mind Over Mutant links areas together and lets you store mutants for battles or obstacles. Both require learning a route, but a creature carried with you provides new solutions here instead of completing an existing crate route more thoroughly.
Dawn of the Dragon for Wii, like Mind Over Mutant, lets two players cooperate locally through platforming and battles. Spyro and Cynder have fixed personal elements and can fly. Crash instead takes control of enemy mutants and stores them to use their abilities later. Both tie upgrades to collected resources, but the dragons grow within two fixed roles, while choosing another mutant in Crash also changes the tools available to you.
Super Mario Galaxy for Wii also connects exploring areas with battles and new ways to progress. Ratchet buys weapons and gadgets with bolts and keeps them in his equipment. Crash stuns mutants, takes control and stores a creature for later. In both, a new ability can open a passage, but using a living creature with its own attacks differs from switching purchased devices in Ratchet's solo adventure.
de Blob for Wii shares exploring connected areas and returning to previously discovered places. Jak seeks Power Cells and uses temporary Eco to progress. Crash follows missions and takes a mutant along when its power can solve an obstacle. Both mix collecting with movement, but Jak generally keeps his own body, whereas Mind Over Mutant lets a controlled creature determine your battles and actions too.
Rayman Raving Rabbids for Wii, like Mind Over Mutant, gives you special powers for enemies and obstacles alike. Rayman gets them through temporary equipment placed at a particular location. Crash can store a mutant and take it somewhere else. Both ask you to recognise the connection between a power and an obstacle, but here you also choose which creature to keep with you on the rest of the journey.