Rascal

  • by Bobba Fatt
  • January 01, 2000 00:00 AM PST

{Despite all the eye candy and this game's enormous potential, only the most forgiving gamers will stick with this title after a brief play. This game is one slippery Rascal.} {Rascal's lush 3D graphics smash at the barrier between 32- and 64-bit visuals. With such short loading times, Rascal proves that the PlayStation can contend with the Nintendo 64.} {Catchy music accompanies the action in fine style, but monsters appear with the same sound as your bubble gun firing.} {Where are the bad guys? These questions and more are lost in the myriad of frustrating camera problems that Rascal presents.} {Never before has a game dared such schizophrenia: You'll swoon at the gorgeous visuals, but vomit at the intense camera problems. If you're dying for a Mario-style game on the PlayStation, Rascal comes agonizingly close�but its control flaws bury it.}

Upon first look, Rascal has gallons of potential. Its fascinating premise takes Rascal, a temporal scientist's kid, through six intriguing worlds that span three eras. A unique bubble gun, a bad-ass boss, and gorgeous visuals combine with shockingly short load times and challenging level design. The result? A game that had the potential to be the best 3D platformer of the year.

That is until you pick up the controller and start to play. It's at this point that the awful camera control pops this game's potential like a shot from Rascal's bubble gun. Whenever you stop, the camera moves in so tightly that it blocks your view of the environment so you can't see enemies or obstacles�which converts Rascal into an exercise in frustration, not fun.

Despite all the eye candy and this game's enormous potential, only the most forgiving gamers will stick with this title after a brief play. This game is one slippery Rascal.

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