Game Name:
Scooby-Doo! And The Spooky Swamp (Warner Bros)
Platform:
Wii
Genre:
Platformer / Adventure
Time Played:
10 minutes
Main Constructs:
Platforming, Adventuring/Exploring, Puzzle-Solving, Mystery-Solving, Collecting
One thing I LOVED about it and why:
The handling. Perhaps in part because of a more static camera, the controls felt very responsive and fluid. In other Wii games, I often find myself annoyed when using the nunchuck thumbstick, and controls feel laggy or imprecise. Here, moving the character around felt comfortable rather than frustrating.
One thing I LIKED about it and why:
Interactions with objects in the world. Scooby and Shaggy's animations while interacting with such objects are entertaining. I enjoyed playing around with throwing chickens and watermelons at things.
One thing I HATED about it and why:
Couldn't find anything to hate.
One thing I DISLIKED about it and why:
I wish I had known you can swap out characters, as demonstrated in the trailer. Not sure if this feature is implemented in the demo.
What behaviours the main compulsion loop is encouraging:
Standard platformer compulsion loops: collect items, solve puzzles, progress through levels, evade or defeat enemies.
What the main rewards are:
Progress through the game. "Clues" which are pieced together to solve the overall mystery. Food for Scooby and Shaggy. Lots of fun character animation flourish rewards.
What I would change about the game:
Design-wise, the game is what it is: low-stress, cheeky, cute and clever, with a wide cross-demographic appeal. WB should make more of an effort to promote this game and its predecessor, in terms of overall promotional volume, the intended target audience, and the way the game is presented to that audience. At present, it seems relegated to the "kids' games" commodity pool. I think many people my age and older would not hesitate to buy it if they knew it existed and was worthwhile. It appeals to the same sensibility as the Lego series, which (as far as I know) is well regarded among my peer group.
What I learned from playing the game:
The games at E3 with the longest lines aren't necessarily the best ones; also, it is possible to program a Wii game that makes good use of the thumbstick.
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