Balan Wonderworld Video Game Review

It's sad to say, but I've gotten Accustomed to disappointment If it comes to religious successors of iconic games created by their original founders. For each return as remarkable as Bloodstained, there is apparently a far less powerful attempt including Mighty No. 9. So, I'm disappointed but not surprised to observe that Balan Wonderworld, the latest 3D platformer from Sonic the Hedgehog co-creators Yuji Naka and Naoto Ohshima, is a fundamentally flawed shadow of its predecessors. Its character designs, cutscenes, and music are definitely charming, but charm alone is not sufficient to create this half-baked platformer any less boring to actually play.

When you're hopping around Balan Wonderworld's Simultaneously creative yet dull stages, it does not necessarily feel like a entire trainwreck. A number of its barebones obstacle courses can sometimes produce hints of what I would call pleasure, and it's not much more than a total bore the rest of the moment. But when you choose Balan Wonderworld as a complete, it sinks lower than the rudimentary platforming that hardly props it up. From the misguided one-button management scheme, to its random transforming costume mechanic and the amounts that utilize them, into the half-hearted Chao Garden-like hub globe between them, it receives a great deal wrong -- and very little of what it becomes right can help balance the scales.

This is usually the part where I'd break down Balan Wonderworld's story for you, but there is not much to tell concerning the unexplained nonsense it requires for a plot. You play as a boy who goes from happily breakdancing to become super bummed out in record time, or a girl whose housemaids whisper about her behind her back for no apparent reason. Your choice means very small, however, because either way you're quickly abducted by a magical tophat man called Balan and dropped to a dream land full of weird birds and crystals or something? It's unclear, however that is all of the setup you'll get before it starts parading you through 12 distinct worlds (each with just two degrees, a supervisor, and an extra level when you overcome the story) which are ordered around another gloomy individual, all of whom appear utterly irrelevant to anything that's happening.

I've enjoyed plenty of matches with incomprehensible Stories, however Balan Wonderworld's inanity is particularly disappointing when its animated cutscenes are so well made. They're filled with life and energy, and may even tell a few genuinely entertaining bite-sized stories about every world's subject. Cutscenes chiefly play right before a boss to swiftly introduce the individual for this world and a difficulty they are facing -- make it a boy seeking to construct a flying machine or a scuba diving diving girl whose dolphin friend maimed her and left her to perish -- but a second cutscene shortly after the boss then instantly resolves it (do not worry, the dolphin are trendy now). That pacing not simply makes every character's story feel disjointed from elsewhere, such as your protagonist, it means that the levels you play before fulfilling them will be devoid of context. In top gun games had played at the beginning of the world, then perhaps I would have connected with those characters since I played their reference-filled amounts, like a baseball player's planet being littered with chess pieces. However, by holding their whole story to the conclusion, Balan Wonderworld becomes little more than a jumble of endearing but incoherent ideas.

Regardless of its own story, the festering decay in the heart of Balan Wonderworld is the most popular decision to ensure it is a one-button match. Apart from using the joystick to maneuver and the shoulder buttons to switch between ability-altering costumes, nearly every other button on the controller does the same thing. This concept is taken laughably too much by making them exactly the same from the menus also, forcing you to scroll into specific"back" buttons instead of just having the ability to hit B/Circle, which would be hilarious if it were not so dumb. If you're not wearing a costume (which is very rare), the only real button is a straightforward and underwhelming jump, but all Balan Wonderworld's greater than 80 different outfits change that serve to something else. Even a jack-o-lantern costume makes the sole action a punch attack, even though a sheep suit lets you hover leap, and you will find a needlessly high quantity of other options to encounter.

The Concept of a one-button controller scheme isn't an inherently Bad one, however Balan Wonderworld doesn't offer a single good reason behind why it limits itself this way. What it will do, however, is provide countless illustrations for why it shouldn't have -- most seriously, it prevents certain costumes from doing that most basic of platforming activities: jump. Some suits work fine with one button, especially the jumping-focused ones (who would have figured?) , but others range from confusing to downright dreadful because of this. Matters like a clown that could only jump by slowly charging an abysmal small explosion, or even a flower that could extend up a uselessly short distance. If a costume utilizes its button to attack then odds are you can not jump at all while wearing it, while others might still allow you to leap but at the cost of creating their skill activate when you're standing -- or worse, completely randomly. Why in Wonderworld is that the better choice?


Balan Wonderworld is not always a bad platformer, but it is a consistently Dull one. It's full of charming character designs along with the occasional Hint of a clever notion, but its insistence on being a one-button game With dozens of needlessly overlapping skills that are thrown apart As quickly as they're introduced rots it to your center. It's a wreck of Undercooked theories and clunky mechanisms which slow it to a crawl, and It seems to take inspiration from greater matches without correctly Recapturing what really makes them enjoyable. Its platforming never evolves Past the most fundamental potential hurdles it could throw at you, but it's The basically flawed decisions behind that mediocrity that require Balan Wonderworld from unamusing to bad.