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Spend more than three minutes on the Internet nowadays and you're
likely to stumble across some form of web game - those bright, colourful
affairs that help to pass five minutes before doing that ever so
important piece of work you should have finished a week ago. I love
them. In fact, it's a safe bet to say that I'm a little addicted
to the bleeders. And apparently they're big business, because all
the world and his dog want a slice of the market.
Console
gamers are getting in on the action via the Xbox Live Arcade, which
has its benefits of course; after all, who doesn't want a whole
new range of small, time-consuming games to while away the hours?
But it also has its drawbacks - it means you can flog all kinds
of tripe and get away with it in the name of 'innovation'. What
passes as entertainment on the web doesn't always cut the mustard
when you have to pay for it.
This
brings me to Roogoo, one such attempt at wringing money from an
unsuspecting public. Roogoo is what you might call a typical puzzler
in that it rips off Tetris and has all the ubiquitous trimmings;
cute cartoon characters, silly environments and, of course, blocks.
Lots and lots of blocks. Except they're not blocks - they're meteors.
So that's different, then.
The
distant planet of RooWho is under attack by MeeMoos, RooGoos who
have overdosed on meteor power and become evil, emo versions of
themselves. The MeeMoos are attempting to take over RooWho and devour
all the meteors. Or something like that. To stop them, you must
drop different shaped meteors (stars, circles, squares) into different
shaped holes without letting the time run out. Quite how
that defeats an evil race I don't know, but that's the premise nonetheless.
And, in fact, that's the entire game. The blocks drop from the top
of the screen and fall towards several circular platforms, each
with different shaped holes, that must be rotated to allow the blocks
to fall through safely, and once the stack of blocks you've collected
is heavy enough, it falls to the very bottom and no more blocks
of that type fall again. The trouble is that the first twenty or
so levels are just not fast enough to give a sense of achievement
at matching different coloured blocks to different coloured holes
and a sense of malaise soon sets in.
Even
though I've reviewed some poor games before, I've never actually
been bored by any of them; yet Roogoo's slow pace and simplicity
caused me to become just that. There's very little variation between
the fourty-four levels besides the addition of another block type
every now and again, which does eventually make the game difficult
enough to pose a challenge, but not until the halfway point is reached.
Different shades of each block have to be taken into account, because
they can't be stacked together; when the fifth or sixth block shape
appears, Roogoo finally becomes a challenge, but this isn't until
the final quarter of the game! I did actually have trouble completing
the final level, to be honest, and that woke me from my deep, zombie-like
trance and forced me to pay attention to what was going on - if
only that had happened earlier, I might have been more lenient towards
Roogoo.
The
game's only saving grace is its presentation. Grammatical errors
and spelling mistakes aside (it's preview code, after all), the
introduction looks like a cross between a graphic novel and Katamari
Damacy; the hand-drawn look gives the Roos and the MeeMoos a
great deal of character and the slideshow style opening sequence
is more full of charm and whimsy than Willy Wonka's Chocolate Factory.
This continues throughout the game; all the levels have a hand-drawn
look and various Roos pop up from behind the platforms to cheer
and wave, meaning that when you get bored of the gameplay at least
there'll always be cute little characters to look at and bright
colours to keep you awake!
I
got the feeling that I had been playing a children's game, although
it isn't quite clear who the target audience is - if this is the
case then I can understand the seeming lack of any challenge, but
children aren't stupid enough to play a game if it's boring, no
matter how cute its characters or how bright its colours. The preview
code didn't have multiplayer modes available, but I understand that
local and online multiplayer, bonus rounds, and party game modes
are going to be included, which might just make all the difference;
with all those extra modes, Roogoo might end up as a good game rather
than a below average one.
Roogoo
attempts to create a new type of puzzle game from the ingredients
of Tetris. It takes two pinches of the gameplay, adds three pinches
of slick visuals and tops it all off with a hearty selection of
levels, but forgets one thing; the icing of enjoyment. Roogoo just
isn't fun as it stands, and while I'll reserve final judgement until
I get to see the multiplayer in action, at this point the lack of
challenge and dull nature of the gameplay sadly don't do the bright,
colourful presentation any justice.
Previewed by John Barnes for AceGamez (All Rights Reserved).
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