2 out of 2 people found this review helpfulwrite a review of this game
read more reviews by Kayburt
read more reviews for this game
SummaryWhen Oddworld seems beyond Odd
The GoodThe biggest change that appeals for a developed plot and trying out new game mechanics is the introduction of Munch. It feels good to play as a different character with very different abilities from Abe. With the two working together to progress through the levels, this is pretty much like a precursor to Mario & Luigi: Superstar Saga. At last there are some Mudokons who can fight back if you coordinate them well. While the gameplay is not all polished or exciting, the story itself is very well fleshed out and builds up well in the spirit of Oddworld as Abe and Munch collaborate to achieve their own end goals. Who would have thought there would a Glukkon like Lulu?
The BadWhere the past two sequels could really paint a massive picture of Oddworld, this game shows pretty dull and boring 3D graphics that don't come too close to resembling the cyberpunk and wild atmosphere previously incorporated. All you're going to see are grimy factory or lab floors, wooden huts and earthy hills, but not a whole lot else. Pairing with those washed up graphics are repetitive tracks that sound like they belong in a Half-Life game. At least the traditional sounds of the last two games are present.
This game's mechanics are far from desirable. What this game has are some of the most annoying features to be found anywhere in Oddworld, such as land mines and sea mines that come back. The jumping mechanics are even worse than they were in the first Oddworld game, so that you're constantly falling off edges, tumbling into traps and enemies and the flow of the game just drags on. The camera controls can really ruin your aim and they also make the up and down arrow keys opposite when trying to climb ladders. Your arsenal consists of possessed Sligs for Abe and temporary zapping for Munch, and that's a let down.
And then there's the problem of what this game lacks, which is a lot. There is much action and platforming, but not enough puzzling. Although possessing enemies is much easier, there's not a lot you can do with it now that the gamespeak has been stripped down. Gone is the ability to have Glukkons command Sligs. It also comes as a let down that any Paramites and Scrabs you possess are useless, so you can't climb ropes with the former or gain fight effectively with the latter. Come to think of it the behaviour of the Paramites is inconsistent because a single one attacks you when it should be running away (only two or more Paramites should be attacking you). With no emotions or vibes in the Mudokons, rescuing them is far too easy. And the game certainly took a big step backwards now that you can't drive mine carts, disarm traps or throw projectiles.