obviously with mikami at the top of the masthead on this one it's very tempting to extract the seeds of resident evil and his later titles out of this one. hmmm... limited inventory, you say? narrow corridors with dangerous enemies that you have to expend limited ammo against or lure away through subtle AI manipulation?? all these environments that loop back on themselves... you can really see the sketches of the spencer mansion here...
but really, it's heavily streamlined zelda in the same way quackshot is heavily streamlined metroid. the structure is effectively five dungeons in the classic single-screen room format strung along with some cute cutscenes of goofy and max trying to rescue pete and pj from a group of pirates. there's no resource management; exiting and reentering a room resets the majority of its state, which includes various throwable objects used to attack enemies. occasionally a puzzle will affect something in the next room over, but by and large every room here is a self-contained puzzle, ranging from "clear all the enemies" to push-block puzzles to a couple things in between. they're pretty solid too: the push-block puzzles often require using certain blocks to line up others, keeping the mapping of routes from becoming rote, and since clearing a room requires paying attention to where throwables are located and how to access them, some cool ideas arise from determining an order of attack and manipulating enemies to assist you with killing others. AI manipulation puzzles are a thing as well, ensconced into the game's toolkit with a bell item that draws aggro and thus controls enemy movement. the concepts stay remarkably fresh throughout, although given that the game is only a couple hours long, it would be tedious if this wasn't the case. a couple favorites of mine would be ones where you trick enemies into walking into oncoming fire from cannons and a particular one where you line up four enemies in a corridor to kill them with a single sliding block.
beyond throwing items and kicking blocks, goofy can hold two items at any given time to assist in particular puzzles. other than the bell one mentioned earlier, the hookshot serves the most "interesting" purpose of the bunch, as it can both stun enemies and create tightropes. not exactly exhilarating, but its latter purpose consumes the item, making searching for new hookshots an additional intrigue that drives exploration. beyond these the applications lack substance; the candle widens the sight radius in infrequent dark rooms, keys are just keys, and shovels can be used to farm life-up items in some rare locales with movable dirt. in this way the restriction of holding only two items at once becomes less demanding, since the latter set are so situational that holding onto them longer than a room or two will always be a waste. by the late game item-reliant puzzles give way to ones that leverage the game's inherent mechanics, so it seems like the designers figured this out as well.
but really, it's heavily streamlined zelda in the same way quackshot is heavily streamlined metroid. the structure is effectively five dungeons in the classic single-screen room format strung along with some cute cutscenes of goofy and max trying to rescue pete and pj from a group of pirates. there's no resource management; exiting and reentering a room resets the majority of its state, which includes various throwable objects used to attack enemies. occasionally a puzzle will affect something in the next room over, but by and large every room here is a self-contained puzzle, ranging from "clear all the enemies" to push-block puzzles to a couple things in between. they're pretty solid too: the push-block puzzles often require using certain blocks to line up others, keeping the mapping of routes from becoming rote, and since clearing a room requires paying attention to where throwables are located and how to access them, some cool ideas arise from determining an order of attack and manipulating enemies to assist you with killing others. AI manipulation puzzles are a thing as well, ensconced into the game's toolkit with a bell item that draws aggro and thus controls enemy movement. the concepts stay remarkably fresh throughout, although given that the game is only a couple hours long, it would be tedious if this wasn't the case. a couple favorites of mine would be ones where you trick enemies into walking into oncoming fire from cannons and a particular one where you line up four enemies in a corridor to kill them with a single sliding block.
beyond throwing items and kicking blocks, goofy can hold two items at any given time to assist in particular puzzles. other than the bell one mentioned earlier, the hookshot serves the most "interesting" purpose of the bunch, as it can both stun enemies and create tightropes. not exactly exhilarating, but its latter purpose consumes the item, making searching for new hookshots an additional intrigue that drives exploration. beyond these the applications lack substance; the candle widens the sight radius in infrequent dark rooms, keys are just keys, and shovels can be used to farm life-up items in some rare locales with movable dirt. in this way the restriction of holding only two items at once becomes less demanding, since the latter set are so situational that holding onto them longer than a room or two will always be a waste. by the late game item-reliant puzzles give way to ones that leverage the game's inherent mechanics, so it seems like the designers figured this out as well.
Agora podemos jogar com DUBLAGEM!
https://www.youtube.com/watch?v=0_kBDkVzYao
https://www.youtube.com/watch?v=0_kBDkVzYao
A simple puzzle and action game where you go through five stages trying to rescue your friends from pirates. Pick up and throw things in the environment to fight enemies, kick blocks, and make use of pick ups like a grappling hook, distracting bell, shovel, etc. Not much changes as the game goes on and it is a fairly short playthrough that is clearly made with co-op play in mind where you would each carry around one item instead of two like in SP and could help each other with distractions or throwing things to one another. Not a terrible time alone but would need a second player to elevate it to remaining fun the whole way through.
Screenshots: https://twitter.com/Legolas_Katarn/status/1365930242947252226
Screenshots: https://twitter.com/Legolas_Katarn/status/1365930242947252226
Actually a gem, don't be fooled by the fact that it's a licensed game. Consistently entertaining puzzles and a hard mode that actually switches up the design of the game instead of just fiddling with numbers!
This was made by Mikami before he went on to create the Resident Evil series. I haven't played any RE game, but this is better than all of them.
This was made by Mikami before he went on to create the Resident Evil series. I haven't played any RE game, but this is better than all of them.
Link to the past lite. Very lite.
But still something?
If I had to play it alone, I guess I wouldn't have make it till the end. This game is sadly nothing special.
But thanks god it has a coop mode.
Everything is better if there is a coop mode. :D So we beat that game in one evening.
Oh, and on some parts, the soundtrack was really terrible xD
But still something?
If I had to play it alone, I guess I wouldn't have make it till the end. This game is sadly nothing special.
But thanks god it has a coop mode.
Everything is better if there is a coop mode. :D So we beat that game in one evening.
Oh, and on some parts, the soundtrack was really terrible xD
The best co-op game I've never been able to convince anyone to play with me ever despite numerous years of trying. It's still perfectly playable solo, but even then you just know it's meant for two.
I've seen other compare this to Four Swords and I think that's pretty accurate. Puzzles are fairly simple but really fun to figure out, and the game never takes itself too seriously. Even when you're griefing player 2 it still feels like it's all in good fun. There's not much of a story to this (why would there be?) but what's here is just the right amount of silly, and the sprite work does a great job at capturing the style of the show. The soundtrack is terrific too. Given how good both this and Four Swords are, it's surprising to me that there's not a bunch of indie clones.
It can get a bit dull in singleplayer, there's obviously something missing from the experience when you're going at it alone, but it's still fun enough if you want to waste away a Saturday afternoon.
I've seen other compare this to Four Swords and I think that's pretty accurate. Puzzles are fairly simple but really fun to figure out, and the game never takes itself too seriously. Even when you're griefing player 2 it still feels like it's all in good fun. There's not much of a story to this (why would there be?) but what's here is just the right amount of silly, and the sprite work does a great job at capturing the style of the show. The soundtrack is terrific too. Given how good both this and Four Swords are, it's surprising to me that there's not a bunch of indie clones.
It can get a bit dull in singleplayer, there's obviously something missing from the experience when you're going at it alone, but it's still fun enough if you want to waste away a Saturday afternoon.
Assim como muitos brasileiros, um game que fez parte da minha infância. Como presumo também ser o caso de muitos conterrâneos, nunca zerei — isso é, até hoje. É basicamente o que eu lembrava: bem bacana, com uns puzzles simplesinhos mas divertidos. Mas jogue com um amigo, você se divertirá muito mais, vai por mim.
Twenty-fifth GOTW finished for 2023. Pretty stellar puzzle-adventure game that plays well regardless of your fondness towards the source material. The puzzles were generally well done, the enemies were fun to interact with, and the game didn't overstay its welcome. Wandering around the areas completing puzzles and collecting/using items made it feel more interesting than your average puzzle game.