| Intro
What's a young lad to do when he and his girlfriend's backpacking trek runs
into a nasty storm? Why, hide in a haunted house of course! So begins the adventure
of Cooper and Amber, two unsuspecting kids who find themselves at the mercy of
Baron Von Ghoul and his various ghoulies. With their first Xbox release, Rare
proves they still have a knack for the platforming genre, but some fundamental
flaws keeps Grabbed by the Ghoulies off the AAA list.
Gameplay: 7.5/10 After an initial run-in with a gargoyle statue coming
to life, the kids make their way inside the haunted mansion. Told in a comic style
that mixes still shots with animation and panels, the stylish intro has Amber
being kidnapped and Cooper starting his quest to save her. There he begins in
the first room out of fifty that will need to be tamed before he and his gal can
get back to arguing peacefully. Unfortunately, each of these rooms will also be
filled with ghoulies of various ghoulish intentions, from ninja imps, to fire
imps, zombies, skeletons, vampires, and even zombie pirates. I have to say that
it's about time I see ninja imps and zombie pirates working together; the hostility
between the two has gone on for far too long.
Oh,
but there's a catch! Not only is each room filled with baddies, but there are
also restrictions on how the room can be completed. Some rooms may just require
a quick run-through, though these are pretty rare and tend to be filled with some
of the tougher monsters. The requirements aren't too bad at first; you might be
asked to kill a set number of skeletons under a minute, or to only use weapons
to defeat the monsters. But these early objectives are but child's play when you
consider how the difficulty ramps up: kill only zombies with no fists, no weapons,
all under twenty seconds, and all this while the zombies are joined by skeletons,
fire imps, and vampires. Failing to complete a timed requirement - which most
are - will result in the grim reaper making an appearance. Boy, if you thought
he was funny in Bill and Ted, then you'll find him hilarious now as he
makes his way across the screen, killing anything with but a single touch, and
following up his victory by using his sickle as a guitar, complete with 80's thrash
metal music playing in the background. The
reaper, as well as the other ghoulies, can be fended off not just with weapons,
but also with the various objects within the rooms. Featuring some of the most
destructible environments in any videogame, Grabbed by the Ghoulies allows
you to use just about everything as a weapon. Books, paintings, frying pans, umbrellas,
and brooms are just some of the things that can be used to whack baddies, not
to mention bigger items like dumpsters and laboratory beds. While dumpsters and
beds can only be used once to swing around, the other objects can be used for
a limited number of times before breaking. When there's nothing to use as a weapon,
then it's time to break out the Street Fighter moves. Featuring a rudimentary
fighting system, the game allows players to utilize single blows and limited combos
to fend off the ghoulies on all sides; this is particularly interesting since
the game is 3D, but the combat is done only in terms of front, back, left, and
right, though a generous targeting system allows for contact even if the monsters
aren't necessarily in the exact hit location. For added help, destroyed objects
also result in bonus goods that can increase health, offer invulnerability or
invisibility, or also hurt by causing only Cooper to go in slow motion. With violence
and animations that resembles those in a Warner Bros. cartoon, there's a great
light-hearted look and feel to everything. A
particularly brutal room can end up looking like a war zone. With monster bodies
evaporating in green smoke and sludge, broken wine bottles everywhere, destroyed
chairs, cabinets, and dressers, the details never fail to impress. There are others
in the mansion who will help Cooper, including the grouchy maid, Babs Buffbrass.
Babs, along with the groundskeeper Fiddlesworth, the butler Crivens, and the cook
Ma Soupswill, will all aid in getting rid of the Baron and helping Amber, along
with the other prisoners. Their main assistance will come in the form of special
weapons, like a soda can gun (the game's BFG) and a supersoaker that shoots holy
water. Each character is a little stereotypical, but it's nothing too bad, and
there's also a little 'grown folk' humor to be found during the conversations.
All the weapons and fighting in the
mansion can't help Cooper in every situation, however; namely, during so-called
"scare moments." Minor and serious scares can either drain his energy
or leave him so scared that enemy attacks count for triple damage. Minor scares,
the ones that leave Cooper open to more damage, are the result of seeing sudden
apparitions and other spooks that let loose a bomb of sort that, if he's caught
within its radius, leads to him biting his finger nails and walking around with
wobbly knees. Serious scares are normally giant hands grabbing Cooper, and these
require the player to press a sequence of buttons to calm down, otherwise a decent
chunk of energy is taken away. Though they sometimes come at really bad times
(when a room feels more hair-tearing than fun), this aspect does offer some fun
variety. So, with a wide variety of weapons
that are fun to use, an environment that looks great before and after being annihilated,
and an enjoyable cast of friends and foes, it seems Grabbed by the Ghoulies
has it all. Well, it almost does. But there are two major problems and a few minor
ones that do a real number on its fun-factor. One
problem is that, whenever Cooper is near an enemy, he turns and faces them, running
slowly backwards to get away. The problem with this is that the only way to get
him going at full speed again is to get enough distance between him and the monster.
Sometimes, this doesn't happen, most notably with the grim reaper, which just
makes it incredibly frustrating to try and get away, knowing it's futile because
he won't just turn and run. The other problem is that there is no block button.
This can be a serious pain, considering how some of the requirements to beat a
room jump the line from ingenious to needlessly aggravating, and there's little
more the player can do than swing wildly and hope the enemies start hitting each
other (which happens, but is rare for monsters to do it when they aren't designated
as traitors to their own kind). Considering the camera doesn't zoom up, and objects
like curtains can easily cover an entire viewing area of the television, not being
able to block is a serious pain and a pretty big oversight. At
times, Grabbed by the Ghoulies feels like genius: the look, the style of
the overall presentation, the combat, the humor, it all feels exactly how one
would expect a cartoon to play out as; some room requirements are ingenious and,
when everything like that clicks, it's a fantastic experience. But frustration
is never too far behind because of the controls, difficulty (with some requirements
being too obscure), and lack of defensive moves. There's also the fact that the
game only clocks in at thirteen hours or so, and although there are unlockable
challenges that add to the replay value, a basic experience will barely last beyond
fifteen hours.
Graphics: 9/10 Aside from curtains and random objectives that obstruct
the player's view - when will it become standard to make objects transparent when
they become obtrusive? - there really is little to complain about. Clipping is
very, very minor, and isn't very common either, which is surprising for a platformer
with so much going on. Also surprising is that there are no invisible buffer zones
whenever objects are picked up; it seemed as though it was an impossibility to
have a character actually hold an object and not make it levitate a little above
their hands. With a room keeping all of its breakable objects onscreen until you
exit, and with the graphics just being great in general, Grabbed by the Ghoulies
offers some truly wondrous sights. Fantastic character designs, environments,
presentation, and weapon effects make this one of the most amazing-looking titles
to date. A quick glance or screenshot won't reveal all the detail, nor will it
show the fantastic animation. Rare has truly created a playable Saturday morning
cartoon. Sound:
8/10 It's weird that, as large a role as the graphics play, the sound isn't
really that prominent. The sound effects are great, with vases crashing and pans
'gonging' zombies, but the lack of solid narration makes it feel less emphasized.
While the story is told through a semi-animated comic book, the voices are replaced
by random, weird sounds, like gasps, whenever a character is supposed to be speaking.
There are some times when it does add a great deal to the humor, like when a gargoyle's
growl sounds like a guy going 'rarrr' into a mic (it's funny, trust me), so I
would've liked to have seen it utilized more often in that manner. Aside from
environmental noises, everything else is made up of the weird gasps and moans
of the characters and monsters. The background music is good, though, providing
a great backdrop to the action and story. Control:
6.5/10 Using the left analog stick to navigate, the right to attack, and
shoulder buttons to swivel the camera makes the control scheme work remarkably
well, for the most part. The aforementioned forgiving melee targeting system means
that players can hit monsters without forcing your enemies to necessarily be in
the exact spot that they should be, which is necessary when not including angle
attacks. I was surprised in how well this turned out. The lack of a zoom option,
ability to block, and to break away from the cautious back-walk go a long way
in siphoning off much of the game's enjoyment. It's surprising how quickly a fun
session will becoming an exercise in frustration because basic means of defense
weren't given; in this case, the adage of 'the best defense is a good offense'
rings true, but it doesn't make for the best design decision. Overall:
7/10 Grabbed by the Ghoulies is a rental, at best and at worst. I
wish I could say that Rare's first outing was a rousing success, but some fundamental
design flaws keep it from being as fun to play as it is to look at. With many
needlessly difficult portions, this would be a good game to play with a young
one over a weekend. Sadly, there's little long-term incentive to own it, as there
isn't much to it beyond the initial experience and challenges, and while there
is the ability to replay the game as Amber, it's tougher and with no weapons,
which I equate with no fun. The action is entertaining, the humor is presented
well, and despite not feeling as polished and cohesive as its looks, it still
delivers. [
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