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The news of Ogmo's return has definitely sent a positive jolt to my excitement glands. Upon playing it through (to the second last level), however, I must say it had been a bit of a disappointment. Of course, that is not to say it is a bad game, merely that it did not exceed, or even meet, perhaps, the high standard its predecessor had set.
Notable Features:
- Brand new flavours of Ogmo, each with its own strengths, weaknesses, and special moves!
- New level objects (ex. fellow Ogmo-like creatures that help Ogmo when he is near)
- New graphic style (more flashy but retro at the same time)
- New control (two keys in addition to the four arrows)
- New physics (well... I guess it could be explained as the result of being on a different planet...)
- Various ways to beat a single level (in various forms)
- Coins to collect and hats to buy
- Trophies to collect for beating levels in (ridiculously) short amounts of time
Positives:
- New flavours of Ogmo are awesome! Though it would've been nicer if everything else were kept the way they were in Jumper II...
Negatives:
- New levels are not as wonderfully frustrating as Jumper II... still frustrating on some of the later levels, but not nearly as wonderfully...
- Coins are actually a huge negative for me as they don't quite fit into the game... not to mention you could now buy your way to the next level >=(
- New controls = huge nuissance. Especially when you meant to choose a different Ogmo but end up buying your way to the next level by accident...
- New physics = pain in the ass! Not the flu shot needle kind of pain, but (I'll skip on the next metaphor here)! "Classic Ogmo" plays like Ogmo trying to drive on Speed! And the result is usually akin to Ogmo taking barbituate with a can of beer... (i.e. dead. Very quickly)
The Verdict:
Graphics & Sound: 7
Gameplay: 7
Replayability: 7
+0.5 because the score may have been higher if it weren't compared to the rest of the series.
Get Jumper II first!
Overall: 7.5
