NYCC 09: Hands-On Marble Saga: Kororinpa
There's no shortage of marble games on the market. The idea of rolling a small glass ball around isn't entirely unique or innovative, but that doesn't mean it can't be fun. Hell, the Super Monkey Ball games have been consistently entertaining, and their only shake up to the formula is adding in god damned monkeys. That said, I walked away from Hudson's booth at the NYCC surprised that I was actually anticipating Marble Saga: Kororinpa, though I couldn't even begin to try and pronounce that last word.
The game itself isn't anything out of the ordinary. In fact, it couldn't be any more typical for its genre, and I found myself moving my marble, pig, or Mii over narrow bridges around around icy curves. If this seems new to you, you might want to check your watch and figure out why it's stuck in 1984. While you're there, warn Michael Jackson about the pyrotechnics.
It is made much more interesting and valuable by having good controls, and it felt like the tightest game in its genre on the Wii. I never felt frustrated at the remote, and was able to make precise movements with ease. First hurdle jumped, I thought to myself as I finished a multiplayer level, which can pit two to four players against each other, now what do they have to set it apart?
Simple: a level creator. Throughout the game, different pieces of "junk" can be unlocked and used to create levels, which can be sent to friends using Wii-Connect 24. The interface is simple enough, and it appears that fairly complex levels could be created using the in-game tools. Again, this isn't something incredibly world shattering, but mixed in with the multiplayer, accurate feeling controls, and balance board support, and you definitely have my eye.
Or, at least, that's what I thought of it. It just shipped in North America, so you'll be able to make your own assessments of Marble Saga: Kororinpa very soon. Be sure to stay on the lookout for a review on Gamervision in the near future.
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