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The beauty of Popcap games is in their ability to fool you into
thinking that you are playing a simplified puzzler, a game that
anyone can play and finish without much effort or concentration.
They often lure you in with cute, colourful and bright graphics
and minimalistic sound effects and music, but what they hide beneath
is a game whose initial easy learning curve gives way to a more
complex and challenging game underneath, and one that becomes even
more addictive the longer you play. Zuma's Revenge is certainly
no different, simple, easy to understand and a game that's hard
to let go of once you've fallen for it's welcoming charms.
This
sequel to the 2003 release of Zuma isn't radically different from
it's predecessor. You area frog, marooned on an island inhabited
by evil Tiki gods, in order to escape and defeat these bosses you
have to progress through 60 levels of ball based puzzle action through
the main Adventure mode. Each level begins with you placed in the
middle of the screen as different coloured balls in one long continuous
line gradually work their way round a track towards a skull emblem,
if the balls reach the skull then it's game over. So, in order to
prevent your squishy demise you have to shoot off randomly appearing
coloured balls into the line in an attempt to match colours and
clear them before they reach their destination. It all sounds easy
enough, and to begin with it is.
Where
things start getting complicated is when newer obstacles are placed
to hinder you. Simple, little things such as the track that the
balls follows is different for each level and often becomes more
twisting and turning as the game moves on, or playing levels in
which you are not placed in the middle of the screen and can only
move horizontally from the bottom. These don't sound like major
problems, but subtle changes like these can drastically effect the
difficulty of the game, forcing you to adapt to the new challenges.
Things only get progressively harder.
New
to this sequel are new types of levels, some force you to hop between
lily pads in order to clear a line of balls that twist in such a
manner that sitting in one spot won't allow you to clear them any
other way, while other levels may even force you to clear two lines
of balls approaching two separate skull emblems. Instances such
as these show you just how hard a game Zuma can be, though never
impossible to beat, approaching any puzzle expecting to clear it
outright is a good way to to get familiar with the game over screen,
patients is a virtue here that can't be squandered.
That
being said, fast reflexes are one of the few ways you'll be able
to clear the lines before they cause too much of a headache. Zuma
does at least provide a healthy dose to power ups to assist in that
endeavour. Appearing randomly and disappearing after a set amount
of time, these little pick me ups can be life savers, producing
effects such as a laser that can shoot balls into oblivion or a
cannon that blasts a spread of three shots through the line destroying
anything it passes through, even just the help of an aiming aid
that allows to accurately pinpoint where your next shot will go.
The
only areas in which power ups are little help is with the new boss
battles. The Tiki gods themselves show up at the end of each stage
and their defeat requires a little more thought than the puzzle
levels you have to clear before them. On top of the fact you have
to damage and gradually chip away the bosses health by hitting them
directly, you still have to clear a line of coloured balls that
still claws it's way to the golden skull of doom and blocks the
space between you and the Tiki, all while he fires off attacks of
his own. It's with curve balls like these, moments when you fear
the game will succumb to repetition that you find yourself drawn
into the game as newer more complex challenges emerge, that Zuma
really manages to hook you.
And
that feeling follows through to the game other modes too. As with
every other recent Popcap game, as if the 60 level long adventure
mode wasn't enough, there are other game-play modes to play through
once the game has been completed. The challenge mode for one requires
you clear each of it's levels within a certain time frame, and if
you're lucky enough to actually succeed in beating the top score,
you can unlock the next level up gradually increasing the difficulty
as you go, while Heroic Frog mode is a replay of the main adventure
game only made far tougher. Even once those 60 levels have been
completed there is still much for you left to do.
There's
very little in the way of any problems I could really find with
the game, few criticisms beyond possibly the £15 price tag being
a little steep, but ultimately Zuma's Revenge! Is everything a good
casual game should be, simple yet challenging, basic looking yet
somehow still displaying a graphical quality that makes it's 2D
looks spectacular, just like all Popcap games then, this sequel
may not provide much new over it's predecessor, but it still has
that addictive charm that makes it worthwhile investment for anyone
with a few hours to kill.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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