Rabbids Go Home Review

By Darryl Kaye on November 15, 2009

After appearing in a slew of spinoffs that generally revolved around mini-games, the Rabbids have finally done enough to warrant their own game, which comes in the form of Rabbids Go Home. It's also the first time they will be appearing in a game without Rayman, the franchise they spawned from, and it seems as though they're actually fed-up with living on earth.

After forgetting their origins, the Rabbids have become tired of partying and have decided they want to go to the moon. Surprisingly, they don't actually own a spaceship, so they determine the best way to do this is to build a huge pile of junk. Perhaps a flawed plan, but the Rabbids aren't to be messed with or deterred, so they travel around various locations collecting huge (XL) objects to achieve their goal. It's definitely not one of the most sensible storylines that will ever grace the world of gaming, but then again, there is absolutely nothing sensible about the Rabbids. Taking this into consideration, the basis for the story is completely sound and as players progress through the game, they get to see the tower gradually being built, as well as being engrossed in the crazy world of the Rabbids.

To achieve their goal of building a huge stack of junk over 23,000ft high, the Rabbids earmark specific objects that they think they need. Two Rabbids then raid locations with a shopping cart, as they hope to try and acquire this object, as well as acquiring lots of other stuff through the level. It's essentially a hybrid of various genres, as there are platforming elements, collecting, and a certain degree of adventuring. Players control the shopping cart duo, and they can collect elements by running over them with the cart.

It's possible to attain a maximum of 1,000ft from each level, and as each normal (XS) item is only worth 1ft, it means there are actually quite a lot of items to pick-up throughout levels. They range from paint brushes, to items of clothing and even animals, and the Rabbids thoroughly enjoy terrorising people too. Sometimes when items are collected, players are greeted with a nice cutscenes which shows how the Rabbids would interact with something like, a talking doll, or a traffic cone, which is actually rather humourous.

Despite their harmless goal, things aren't necessarily made easy for the Rabbids, as the humans try to thwart their plans - if only for self defence against these crazy animals. While the early levels are fairly straight-forward, as the game progresses things become a bit more complicated. The humans start to gain some courage and confront the Rabbids wearing rubber suits, and sporting weapons such as Flamethrowers. They also try to stop the Rabbids by using guard dogs and exploding inflatables, but everything they try just doesn't seem to work, the Rabbids are just an unstoppable force, and an abomination of nature. The levels themselves also get more complicated, and especially near the end, there is a lot more platforming involved. It's not simply a case of running round collecting items to complete the level, obstacles must be avoided and fatal falls start to appear. While it's not game over should the Rabbid's health bar be depleted, any un-cashed items being carried at the time are lost, which is punishment enough.

It's makes for quite a satisfying experience, and actually attaining 1,000ft of junk in one level is not an easy feat. The gameplay is tight enough and there are enough additions to make it seem suitably interactive, especially with the subtle motion controls that are added in. While there are actually quite a few levels, one problem comes with the variety. Quite often, the XL items players need to collect are the same, and the only difference is a slightly more difficult level. There are a few different gameplay types, but there aren't really enough to stop a lingering feeling of the game becoming a bit stale towards the end. It's a shame, but fortunately, a few of the duplicated levels can actually be skipped without the game becoming impossible to complete.

The game has an adorable style, which comes through in the art, the music, the sound effects and the choreography. It's hard not to smile at the various cutscenes that appear throughout the game, or the very dry sense of humour that's present. While the announcer that can be heard throughout levels won't have players in stitches, she might very well garner a snigger or two, and that's where this game excels, with its light humour and wacky personality.

There's actually a two-player mode in Rabbids Go Home, but while it is fun to play the game with someone else, it doesn't really add anything major. It makes collecting things easier, and that's about it, as whatever their pointer essentially acts as a vacuum cleaner. There is plenty to keep players occupied though as even when the game's complete, it's not over. It challenges players to perfect every level to unlock a secret surprise. It's also possible to completely customise the Rabbids in a very unique create-a-character, which takes placed inside the Wii Remote. It's very difficult to actually explain, it's one of those things that needs to be seen to be believed.

Final Thoughts

Rabbids Go Home sees the Rabbids going it alone for the first time in a game that certainly doesn't lack charisma. The gameplay is good enough to be enjoyable, although it does suffer from a lack of variety as the game reaches its later stages. This aside, there are plenty of reasons to carry on playing, and the quirky nature of the game means it will probably be enjoyed by many age groups, but probably on different levels.

blog comments powered by Disqus