Intro
Seems Madame Charmaine has gone missing and you, her self proclaimed "3rd
favorite" voodoo doll have become aware and it's up to you to try and find
and rescue her. Welcome back to the world of the 3D platformer, my friend, with
a twist of New Orleans sprinkled throughout to help spice it up.
Gameplay: 7/10 Those familiar with the genre of 3D platformers, or
platform game in general, will find a lot of similar moves here. The classic double
jump. Jump and Hover. Jump and smash the opponent with your skull. The targeted
grappling hook. The spinning attack. Stop me if you've been down this road before.
The familiarity of the mechanisms make the game extremely easy to pick up and
play without benefit of having read a War and Peace length manual before
embarking. That's a refreshing thing in and of itself. Voodoo Vince has
a lot more than that to offer, however, and it merits discussion.Platform
games (of all types) have always been dependent upon the main character being
charismatic and engaging, and in this respect Voodoo Vince succeeds brilliantly.
The quick witted cynical remarks before engaging an enemy are humorous, as are
the one liners that follow each successive death and use of a "life".
There isn't any reason to spoil any of them, but a wry smile is bound to escape
once in a while. Equally, he's just dopey enough looking that you have to feel
a bit sympathetic for him. He looks like a third rate doll. If one pauses for
long enough he'll start taking his eye in and out of its socket in boredom. The
game boasts over 30 levels of double jump action where you have to recover Madame
Charmaine and the special zombie dust that is stolen. Apparently, a little bit
leaked out and the trail is easy to follow because of the idiocy of the lackeys
of the perpetrator, Kosmo. He doesn't seem altogether there, either. The actual
play mechanics are standard fare. Double jump and hover here to get the extra
life (heart) or jump there towards small platforms surrounded by water (which
will destroy you) to get to a Zombie Dust Bag (power-up). Of course, the mainstay
of collecting 100 bottles that will give you an extra life is also here. One
area where Voodoo deviates significantly from platform games of lore is that each
area requires you to solve a puzzle. Some can be painfully simple, like making
a loud noise to wake up the guard of the gate and lead him down a path. Others
are far more intricate, wherein certain establishments are only open at certain
times and you have to go and change the clock to "trick" them into opening.
Each of these places will require that you have something specific before you
can accomplish the task and move on to the next. Finally, you'll gain access to
the boss once the puzzle is solved. While that might seem overly complex, it really
isn't. If pressed hard enough, there will be clues given to you or Vince himself
will wonder something aloud which is meant to be a nudge to you, the player. The
puzzles are the game's greatest strength, along with the engaging characters that
you'll encounter along the way. Voodoo's
weakest area, however, is in the platform gameplay that is more polished in other
3D platform games. Specifically, the camera can become a huge issue in the toughest
areas on any given level. For example, if you have a "heart" power up
in a difficult to reach location, it can be extremely difficult to gage how far
away that ledge is and sometimes you can't even see it, no matter how much you
try to manipulate the camera. You're forced to take the proverbial leap of faith
and hope for the best. Equally, in a certain boss fight you'll climb a metallic
stairwell to reach a platform that has an area where you must perform a specific
task. Only, the camera swings 180 degrees in the middle of your movement and you'll
go flying off the platform to start over again. The game should be able to keep
pace with the player without the player having anxiety about camera angles. Much
has been made of Vince's Voodoo Power Icon's, in which you inflict damage upon
Vince (such as slicing him in half or getting sandwiched between trains) and the
attack is also extended to whatever opponent the character happens to be fighting.
While this is a somewhat unique idea, it seems to be horribly underdeveloped and
plays like little more than an added attack. That isn't necessarily a bad thing,
as it doesn't detract from the quality of the title but it feels like an area
that could've been explored considerably further.
Graphics: 8.5/10 The unique city streets and sub tunnels are creatively
warped and cartoonish. They convincingly portray a world that's, well, a little
strange. The level designs are graphically intricate and well suited for this
type of title. The main character and those encountered throughout the game are
cleverly rendered and engaging. The only issue here is with camera angles that
are, at times, inadequate. Sound:
9/10 New Orleans Blues & Jazz decorate the background of the title and
it's a refreshing change from what one would normally expect in a game title.
The voice acting is, particularly Vince's, is very well executed and convincing.
Perhaps the weakest element of sound is Kosmo, who just doesn't come across properly.
The dialog is well written and appropriate. Control:
8/10 Vince controls reasonably well and there aren't any major issues other
than the aforementioned camera problems, which add significantly to the frustration
factor. The nature of how fixed it is presents a problem and there are some areas
where it can't be manipulated at all. This is one area that the designers should
focus on if there's a sequel going to planned. Overall:
8/10 Voodoo Vince is an engaging and personable addition to the realm
of 3D platformers. It's a bit short (weighing in at 10+ hours) and might not warrant
an immediate purchase from casual fans of the genre. However, if you're the type
that needs to find all of the hidden power ups, items, and other secret areas
that populate the game, then Vince will certainly consume more of your time than
that. [
top ] |