fredag 24 mars 2023

Leger vs. Art Style: Cubello (Wii)

So, we have this rotating thing consisting of cubes in different colours.

By shooting cubes at this rotating thing, making them lock onto the thing and making the cubes the thing consists of disappear if four (or more) cubes of the same colour get connected, we can free the core of the thing.

And beat the stage.

And move on to another stage.


Art Style: Cubello keeps the theme of simple aesthetics the series is known for aswell as a (quite, in this particular case) concept of how to play it all.

But it adds some twists and turns which makes it all somewhat difficult to master even though the main concept is rather easy to grasp.

Such as only allowing a maximum of ten shootable cubes to be held at any point in time; If you run out of these without managing to make cubes on the rotating thing disappear (and with that add some new shootable cubes to the available stock) the game is over.

If one takes to much time to clear cubes, the thing gets so close to you that the game will be over.

Oh, and when reaching the final few cubes on the core of the rotating thing there is never a certain thing that the colours of the cubes you have available are the ones needed to eliminate the ones on the rotating thing.

To add even more injury, every now and then loads of new cubes will be added to the rotating thing, so it is not a good thing to take things slow or shooting cubes at random or simply aiming badly.


To eliminate parts of the difficulty some random symbols keeps appearing after removing cubes and if four of these happens to be the same a special mode will be activated.

One where you get a cube of a specific colour to shoot as much as you like on the rotating thing until time runs out, or until that very colour is eliminated from the thing which makes the cube you shoot shift in colour.

Another one where the cube you shoot will turn into the colour of the cube it hits on the rotating thing. Which makes you shoot as much as you can until time runs out.

These two special modes is often key in beating a level, since it easily can seem to go on forever otherwise.


Now, the game is short with only six stages to beat to reach the credits roll. Each stage has five sub stages to unlock, and there is also a Endless mode to active where the goal goes beyond clearing a stage into just keeping alive for as long as possible.

Unfortunately beating all the thirtysix stages will result in nothing at all, besides just knowing that it has been done.

Given a couple of hours there is not really that much more to do in Cubello except trying to beat the high score in Endless or beating already beaten stages in the main game over and over again.

But since it all plays so nicely, and the game is way more intense than it may seem at first glance, the longevity does not suffer as much by the lack of content as one might believe.


Cubello is a great part of the Art Style series. It makes good use of the pointing aspect of the Wii Mote and never strays aways from the arty attitude.

The music and overall soundscape of the experience seems to resonate with the gameplay, and while the robotic voice that just can not keep from telling everyone what colour of the block fired is, and when blocks are ELIMINATED from the roting thing, may get on ones nerves every now and then by just not shutting the fuck up... it would feel odd not to have it there in the midst of it all.

Not an essential experience (depending on what essential is defined as).

But a nice one, for sure (if nice is defined as fun to play, challenging and well put together aswell as a treat to interact with).

Oh, and the little detail which shows what cube, and what side of that particular cube, one is pointing at on the rotating thing... is great.

It would be a completely different experience without this very feature, and probably an annoying one at that.


 

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