Rabbids Go Home Review
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On 11/18/2009 at 09:53 PM by Chessa DiMola A fantastic beginning to the Rabbids life outside of minigame collections. |
Anyone looking for a truly fun experience laden with plenty of silliness will be quite satisfied.
Up until recently, the Rabbids have been curiously eccentric characters that spawned out of the Rayman universe. Their trademark goofy looks, silly behavior, and recognizable scream has made them somewhat of an icon to gamers, even if many have never picked up the mini-game collections they have starred in. Well, for anyone looking to take part in the Rabbids experience themselves but are averse to shallow mini-game experiences, Rabbids Go Home is the answer to your prayers. Although the game’s basis is simple, Rabbids Go Home provides a crazy romp through unique levels with the insane little creatures. You’re guaranteed to be laughing from beginning to end no matter how much you try to avoid it.
I'll be the first to admit that I love silly humor, so it was a good sign when I was already giggling during the opening Wii Menu sequence. The hilarity continued when I realized that the Rabbids I would be directly controlling were dressed only in undergarments: one in boxers, the other in a thong.
The game starts when the Rabbids somehow come to a conclusion that the Moon is their indigenous locale, and that they must build a gigantic structure to return home. In order to construct the tower, they use both garbage and other random human objects that are separated into two categories: XS (small common items) and XL (one large ridiculous object).
Rabbids Go Home is split up into several areas containing numerous subsections in which players are tasked with collecting one XL item and hundreds of XS objects, ranging from cases of soda to live animals. The ultimate goal in any level is to collect as many items as possible before reaching the XL object. To help players gauge their progress, a Rabbid holding a Tuba is will suck up all collected objects and tally them up several times throughout a level. Once the XL object has been found and successfully brought to the end of a level, all of the collected objects are counted and players are awarded a score. Luckily players can replay levels if they wish to earn a 100% completion.
This brings me to one of the best aspects of Raving Rabbids; the constant switching focus of the gameplay. Some levels are generally linear with the focus solely on picking up massive amounts of XS objects, while others require players to focus more on exploration. Certain ones give players a limited amount of time to get from point A to point B, while others will have the Rabbids chasing down a speeding truck in order to steal the cow from its flatbed. Many times even the collected XL items affect the gameplay, becoming useful tools in certain levels. For example, one level has players collect a patient encased within a human lung. This level takes place on rooftops and the enclosed human allows players to float from one rooftop to another. Each level is a new experience, and although the challenge level is a bit forgiving, it's always a hilarious surprise.
Since all of these different gameplay scenarios require players to move a shopping cart at top speed, having good controls is an absolute must. Thankfully, I'm very happy to say that the controls are incredibly responsive and feel very natural. The cart is controlled with the nunchuck, and players can accelerate by pressing A on the Wii Remote. In order to defeat certain obstacles or enemies, players can point the reticle at the screen and push B to launch a Rabbid. Another method of attacking, and by far the most commonly used, is done by shaking the Wii Remote. This causes the Rabbids to scream their infamous "Daaa!" line, which in turn scares any of the poor timid humans in the vicinity so badly, that their clothes literally leap off of their bodies. Their screams will also break open vending machines, knocks down huge stacks of paper, and completely incapacitates vicious attack dogs.
While this is the main "weapon" of choice early on in the game, eventually players will earn new techniques that not only make their lives easier, but add to the hilarity; an important aspect of the game.
Rabbids Go Home also features a notable mini-game "toy", in which players can suck a Rabbid into their Wii Remote and customize him using paints, clothes, tools to warp his physical appearance, and more. As mentioned above, the B button will launch these customized Rabbids in place of the standard Rabbid after they are created.
With Rabbids Go Home there is truly only one aspect of the gameplay that bugs me: the difficulty. Although at first it is utterly satisfying to tear through levels capturing every item in site and decimating enemies with ease, this unchallenging repetitiveness becomes a bit stale after a few hours. Luckily, as the levels become more intricate and differentiated, and enemies become more numerous, the gameplay picks up speed, forcing players to be more alert.
Overall, the title is an ambitious transition for the Rabbids series, one that Ubisoft will hopefully continue to expand upon. Games like this are few and far between in today's market, providing a healthy dose of humor alongside simple, but solid gameplay.
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