![]() There's a lot of energy and drive behind these barely voiced machinations of the Emporer's (the main antagonist) designs. The characters are probably the biggest highlight of the game, despite the vast majority of the NPCs and structures looking like they're stuck in some sort of Lovecraftian horror novel. There is only creepy glowy eyed pain in the Spike Land theme park. Roshi like maker, only to have it happen all over again at the beginning of the next chapter. Each chapter feels very much like a Saturday morning cartoon show as you go through the levels and eventually save your creepy Mr. ![]() Mischief Makers follows a story not that dissimilar from Megaman's Roll, you're a robot named Marina created to be a maid by Professor Theo and must consistently run after your creator trying to save him after he has been kidnapped. When I played this game for the first time those buttons were so unused it was like I had half a new controller in my hands. That's right, you used the D-pad and left shoulder button instead of the analog stick and Z-trigger. This oddball of a game had prerendered sprites in the vein of Donkey Kong Country, in a 3D plane you only moved left and right outside occasionally "changing lanes" in a 2.5D style much like Yoshi's Story, and was one of the very rare games to use the classic SNES style holding of the N64 controller. This all combines to mean we'll probably never see another quite like this darling piece of media obscura, but that's not all bad news. Mischief Makers is also Treasure's first game published by Enix, prior to their mega-merger with Square. Yes, I'm talking about that Treasure, of Gunstar Heroes, Sin and Punishment, and Ikaruga fame. Mischief Makers is a game developed by Treasure as their first forray outside of the Sega ecosystem and into the wild world of Nintendo 3rd parties.
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