This Christmas I received
various presents. DVD box sets, books, gift cards to stores I thought had gone
bankrupt several years ago, but one of my favorites was Sabrewulf for the
Gameboy Advance. I am a big fan of Rare, you see. If Rare was a person, I’d be
arrested for going through its trash, sniffing its discarded, dirty laundry. I have a deep problem obsession interest with the studio (I’ll touch on
that topic later, when I no longer worry about its survival daily). Which is
why its odd I never really played any of its Gameboy Advance games. Originally,
the handheld division just ported over the Donkey Kong Country games, but from
2003-2005, the division started doing original titles. They were “original” in
the sense that the titles were not ports of older games but also in the sense that they were unlike many other games out there.
The title that popped out
the most to me was “It’s Mr. Pants” (which was responsible for the name of a little game I made). However, I have not completed that game quite yet, so
instead, I’m going to review my second choice: Sabrewulf!
But I can’t just talk
about the game, can I? There’s so much history about the franchise you probably
don’t care about! Back in the 1980’s, back when Rare was known as Ultimate Play
the Game, they had a string of successful titles, but their most successful
franchise was the Sabreman trilogy. You played as Sabreman, an older British traveller, exploring mazes in a jungle environment. The trilogy
consisted of “Sabreman”, then Underwurlde”, and finally “Knight Lore”. Knight Lore was very special because not only
was it one of the first games from an isometric perspective, it was actually
completed before the first game in the trilogy! The studio heads, however, held the title back
for the end of the trilogy, because if they released it first, it would make
Sabreman and Underwurlde look obsolete by comparison.
There was also a very
unusual game in development known as “Sabreman Stampede”, which was supposed to
be Sabreman’s big comeback. The game was unfortunately canceled (MundoRare does a wonderful job explaining that sad story) and since Microsoft will not allow
Rare to return to any of their franchises (*sob*), it seems to be the end of
this great franchise.
Point is, Sabreman was
always about innovation, and Sabrewulf for the Gameboy Advance fits in that tradition.
Sabrewulf was a 2d platformer with puzzle elements and a 3d hub world. The
story is that Sabreman winds up at the small village of Blackwyche, where a
plot point has occurred: the evil Dr. Dolittle-Goode has destroyed a magical
amulet that kept the fabled Sabrewulf sealed in stone, and now that the wolf is
freed, the evil duo is off stealing priceless heirlooms and causing problems. The town asks of Sabreman to go
into all of the wolf lairs, stop Dr. Dolittle-Goode, and reseal Sabrewulf (oddly enough, they let you keep the treasure). In each town, there are
about six or so lairs that Sabreman must enter. Once the player has conquered all of the lairs in an area, Dr. Dolittle-Goode’s lab opens up, and once the player
gets through that, they acquire part of the broken amulet. The exploration of
the 3d hub world is fine, but it’s the wolf lairs where the fun starts.
The wolf lairs are 2d
platforming sections, where the player can summon good creatures at specific
locations to overcome various problems. For example, say there’s a ledge you
cannot jump onto. You could spawn a creature you could bounce off of, or a
creature that acts like a floating platform. The player only has so many of
each kind of creature, so the player has to strategize and figure out when to
use what creature. There are numerous obstacles standing in your way, and there
are numerous ways to solve each one, giving the 2d platforming genre a nice
puzzle twist.
At the end of each level,
the player arrives at the sleeping Sabrewulf, with a valuable artifact before
him that’s slowly degrading in worth, from gold, to silver, to bronze. The more
quickly the player reaches the end, the more valuable the prize is. Once you
pick up said prize, the game changes. Sabrewulf awakens, all the creatures
transform into bouncing gold coins, and he begins to chase you. Your new goal
is to backtrack and reach the start of the level before he mauls you. Rinse,
repeat, and that’s pretty much the game. Here are my thoughts on it.
Good:
·
Brilliant 2d
level design: going to the end of the level, the game is more of a puzzle
platformer, figuring out how to overcome obstacles and which creatures to use.
Returning to the start of the level, the game is more of a racing platformer,
sprinting back to the entrance and avoiding being eaten. The level is designed for
both those gameplay types: going in, it’s about strategy, going out, it’s about
holding the left d-pad down and jumping with precision. It also rewards exploration
with prizes like additional creatures.
·
Ultimate love:
If you’re a fan of Ultimate Play the Game, Sabrewulf is just filled with little
nods to the old days. Like how there’s a Atic Atac carpet in the town hall.
It’s nice to know they remembered their old fans.
Mixed:
·
The art
direction: Some of the creature designs are inspired and unusual. At times, I felt
like Rare froze their artists right after Donkey Kong Country 2: Diddy Kong
Quest and thawed them out for this game. But some of the creatures are just
shitty. They’re not bad. They’re not lazy. They’re just shitty. Like, for
example, there is a tornado with eyes, and angry eyebrows. They’re not even
Rare’s typical Googly EyesTM! It just sticks out when compared to
the other monsters and brings the great art down.
·
The 3d
hubworld: It isn’t really necessary to the game. Granted, it allows us to
travel from area to area to find more wolf lairs, and I did enjoy the
Banjo-Kazooie style mumble talk, but the hub world is just filled with
pointless side quests. It doesn’t help that the people offering the side quests
aren’t (visually) memorable, so by the point I finished the game, I didn’t
really care they needed a bouquet of flowers.
Bad:
·
Little
strategy challenge: The game is only difficult when you’re running away from
Sabreulf, but the other aspects of the game, which I expected would be more
challenging, are not. Money was never a problem. At the end of the game, I still
had 1800 Gold (additional creatures cost a few hundred Gold), and I never sold
any of the 50+ treasure I acquired. Another issue was the creature selection. Sure,
there’s a lot of different kinds of creatures with a lot of different abilities,
but I pretty much just used the same dozen or so the whole game through,
stocking up on copies of them.
The only real negative to
me was poor money and creature balance, resulting in a game that should have
been more difficult, but besides that little scratch, Sabrewulf is an
innovative title that did not get the critical and commercial success it really
deserved. It’s a shame it did not get ported over to Xbox Live Arcade, but if
you happen to find a copy somewhere, I’d suggest picking it up.
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