niemann20offersen posted an update 3 weeks, 1 day ago
It’s sad to saybut I’ve gotten used to disappointment When it has to do with spiritual successors of legendary games created by their original founders. Its character layouts, cutscenes, and music are definitely charming, but allure alone isn’t sufficient to create this half-baked platformer any less boring to really play.
When you are hopping around Balan Wonderworld’s Simultaneously creative yet dull stages, it does not necessarily feel like a total trainwreck. Some of its barebones barrier classes can sometimes produce hints of what I would call fun, and it’s not more than a complete bore the remainder of the time. But while you choose Balan Wonderworld as a whole, it sinks lower than the rudimentary platforming that barely props it up. From its misguided one-button control strategy, to its haphazard transforming costume mechanic and the amounts that utilize them, to the half-hearted Chao Garden-like hub world between the two, it receives a great deal wrong — and hardly any of what it becomes right helps to balance the scales.
This is usually the part where I would break down Balan Wonderworld’s story for you, but there’s not much to tell about the rotten crap it requires a plot. You play as either a boy who moves from happily breakdancing to being super bummed out at record time, or even some girl whose housemaids whisper about her behind her back for no clear reason. Your selection means very little, however, because either way you are quickly abducted by a magic tophat man named Balan and fell into a fantasy land filled with weird birds and crystals or something? It’s unclear, but that is all the setup you’ll get before it starts parading you through 12 different worlds (each with only two levels, a boss, and an additional level once you beat the story) which are each structured around another gloomy individual, each of whom look completely irrelevant to anything that is happening.
I have enjoyed plenty of games with incomprehensible Tales, however, Balan Wonderworld’s inanity is very disappointing when its own animated cutscenes are so nicely made. They’re filled with life and energy, and can even tell a few genuinely entertaining bite-sized stories about every world’s subject. Cutscenes mostly play before a boss to quickly present the person for that world and also a problem they are facing — make it a boy hoping to construct a flying system or a scuba diving diving girl whose dolphin friend maimed her and left her to die — but a second cutscene shortly after the boss then instantly resolves it (don’t worry, she and the dolphin are trendy today ). That pacing not just makes every character’s story feel disjointed from elsewhere, including your protagonist, so it means the amounts you play before meeting them will be devoid of circumstance. In the event the very first cutscene had played at the start of the world, then perhaps I would have linked to those characters as I played through their reference-filled amounts, like a chess player’s planet being cluttered with chess pieces. But by holding their entire story to the finish, Balan Wonderworld becomes more than a jumble of endearing but incoherent ideas.
Regardless of its story, the festering decay in the heart of Balan Wonderworld is your most bizarre choice to make it a one-button match. Aside from using the joystick to maneuver along with the shoulder buttons to switch between ability-altering costumes, almost every other button in the control does the exact identical thing. That concept is taken laughably too far by making them exactly the exact same from the menus also, forcing you to scroll to particular"back" buttons instead of just having the ability to hit on B/Circle, which would be hilarious if it were not so dumb. If you’re not wearing a costume (that is very rare), the only real button is a easy and underwhelming jump, but each of Balan Wonderworld’s more than 80 distinct outfits change that serve to something else. A jack-o-lantern costume makes your sole action a punch attack, though a sheep suit enables you to hover jump, and there are a needlessly large quantity of other choices to stumble across.
The idea of a one-button control strategy isn’t an inherently Bad one, however Balan Wonderworld does not supply one good reason for why it limits itself this manner. What it will do, however, is provide innumerable examples for why it shouldn’t have — most critically, it prevents certain costumes from doing that most fundamental of platforming activities: jump. Some suits work fine with one button, particularly the jumping-focused ones (who’d have figured?) , but others range from perplexing to downright dreadful as a result. Matters like a clown which can only jump by gradually charging up an annoyingly little explosion, or even a flower that may stretch up a yearlong brief distance. If a costume uses its own button to strike then odds are you can’t leap at all while wearing itwhile some might still allow you to leap but at the cost of making their skill activate when you’re standing still — or worse, completely randomly. Why in Wonderworld is that the better option?
Balan Wonderworld is not necessarily a horrible platformer, but it is a consistently Dull one.
play gun games is filled with enchanting character designs and the occasional With dozens of needlessly overlapping abilities that are thrown aside As fast as they’re introduced rots it to the center. It’s a wreck of Undercooked concepts and clunky mechanics which slow into a crawl, and It seems to take inspiration from better games without properly Recapturing what actually makes them enjoyable. Its platforming never evolves Beyond the most fundamental potential hurdles it can throw at youpersonally, but it is The basically flawed decisions behind that mediocrity that take Balan Wonderworld out of unamusing to bad.