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Oddworld: Munch's OddyseeScore: 7.0 / 10
Whenever I watch “buddy” films (Rush Hour,
The Rescuers Down Under, Tango & Cash) or play “buddy” games (Banjo-Tooie,
The Lost Vikings) I expect certain things. Buddy games by their nature
are co-operative. One character will access an area only they can access
to unlock a door, lower a bridge, etc. to allow the other character
access to that same area and continue together to vanquish whatever
wrong-doer locked the door in the first place. Munch’s Oddysee (MO) is
in the same vein and does the standards very well – Abe and Munch (the
ying-yang factor is present – Abe’s spiritual while Munch interacts with
high technology) face a variety of challenges, not the least of which is
staying alive – but falls apart when it comes to addictive gameplay and
control. But first… |
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well and look terrific – provided you can see what you’re doing as the camera needs work. Camera transgressions include: not adjusting well to the action and not zooming in during the short in-game “briefings” by the Shamans. Most times the camera is just plain too far away making precision control difficult. I’m almost willing to let these issues slide since up to this point Oddworld has always been rendered |
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in 2D and the developers might not have a
lot of experience with 3D. I say “almost” because if a game like MO
expects to make a go of it, it has to do what other games have been
doing well for the last 5 years. There are a wide assortment of camera
controls but when you’re running around with the worst that Vykkers Lab
has to offer breathing down your neck, adjusting the camera isn’t the
first thing on your mind.
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