By flinging your arm forward, you toss ninja stars. Like with the arrows, you have an infinite supply of these, which is a good thing because accuracy is tough to achieve. Trying to hit a small target far off in the distance is nigh impossible, though they come in handy when you don't have time to ready an arrow. Your last weapon is dynamite, and though this is used the least, its implementation is the cleverest. To light the fuse you have to cover the glowing ball at the top of the controller, simulating how you would shield the flame from wind in real life. Aside from using weapons, there are a couple of other motions you need to perform. Tilting the controller toward your mouth lets you drink revitalizing milk, though this takes a couple of seconds to register, which could lead to your untimely demise. Finally, by holding the controller to your belt, you activate your amulet, which makes every weapon stronger. Bafflingly, though the motion for this is quite easy to perform, it doesn't always trigger like it should, which can be infuriating when monsters are swarming around you.
The early moments of this game make fine use of the cartoony visuals and immersive controls to suck you into Deadmund's journey. Using your shield to protect yourself from your adversaries' blows and then retaliating with a sword strike of your own embodies the goofy fun the Move controller exudes at its best, and there are enough secrets tucked away in the environment to make shooting your bow recklessly into the background rewarding. However, things begin to fall apart after you tear through a few levels. There's an unrelenting feeling of predictability that suffocates the carefree charm. Despite the change in settings and enemy types, you perform the same basic actions over and over again until the joy has been washed cleanly away. There are only so many times you can bash a skeleton with a sword before your actions lose all meaning, and the uninteresting puzzles and other such interludes fail to ameliorate the repetition.
The ethereal forest is almost peaceful without those undead monsters running around.
It's when the difficulty ramps up in the later levels that the wheels completely fall off this wagon. Deadmund's Quest does a lousy job of balancing combat scenarios. Your only line of defense is your trusty shield, though because hunkering down behind it makes you a passive participant in events, you are at the whims of problematic enemy placement. Three arrow-shooting enemies may line up before you, and because their timing is such that your shield is being hit every second, there's no opportunity to mount your own attack. Your only option is to get hit while you ready your own shot, and being forced to take damage results in untold aggravation. Other times, you may have to fight melee and ranged attackers at the same time, monsters that obscure your vision, or pilots who unleash missiles at you, and all of these situations suffer from the same glaring issue. Because you cannot dodge or deflect attacks, you have to take damage if you're going to dish out some of your own.
Two-player competitive and cooperative modes are available if you can stomach more of this adventure once the ending credits roll, but the shallow combat ensures you won't want to spend any more time with this game than you have to. Performing the same actions ad nauseam could make for an entertaining experience if diverse combat scenarios broke up the monotony, but such is not the case here. You swing your sword and loose your arrows too many times to count, and unbalanced fighting only leads to frustration. Medieval Moves: Deadmund's Quest loses steam early, resulting in a tepid adventure that annoys more often than it delights.