Recently I reviewed Oddworld Adventures for the Game Boy,
and as a big fan of the Oddworld series I was left fairly underwhelmed. Whilst I enjoyed the gameplay and puzzles I
found the graphics, and longevity to be somewhat lacking. The Game Boy port of
Abe’s Oddysee had been scaled back to one small section of the original game,
and as a result I was left with a feeling that it could have been so much more.
Thankfully, Abe’s adventures on the Game Boy didn’t end there and so now it’s
time for me to turn my attention to the game’s sequel; Oddworld Adventures II.
Although simplified, Oddworld Adventures II is certainly a
lot more faithful to its origin than its predecessor was as it follows the same
rough plot and locations seen in Abe’s Exoddus. Taking place over seven
distinct areas, each containing several levels to tackle, the game is certainly
a lot more generous too. The levels range from the cavernous Paramite and Scrab
Vaults, to the cold, industrial environments of the Brewery and Slig Barracks.
Abe controls fairly similarly this time around as he can
still jump, climb, chant, roll, sneak, disarm mines and pull levers, just like
in the first game. He also has a few new neat tricks up his loin cloth. This
time round the ‘game speak’ has made its way to the handheld pretty much intact.
Armed with this, Abe can interact with and command his fellow Mudokons to
safety. Being a polite fellow Abe can attract attention by saying ‘hello’, and
from there he can instruct the Mudokon, or Mudokons to accompany him by saying
‘follow me’, he can stop them in their tracks by asking them to ‘wait’ and if
he needs a hand with something he can instruct them to ‘work’. Once he’s found a
flock of birds, he can chant to create a portal for his companions to escape
through. It should be noted that rescuing Mudokons is entirely optional as
progressing through the game never requires it. It does however offer an
additional challenge for those who want to try to rescue all 31 of the workers who
are hidden throughout the stages of the game.
Abe’s ability to possess enemies using his chant is much
more utilised this time round too. There is a decent variety of enemies and
creatures in the game and all of them can be controlled to solve the game’s
puzzles. Sligs can be used to gun down enemies or pull levers. Flying Sligs can
be used to throw grenades onto enemies, mines and security orbs. Paramites can
be used climb webs, pull chains, and eat leaches. As you progress towards the
end of the game even the Glukkons themselves can be controlled allowing Abe to
exact some sweet, sweet revenge… The Sligs and Glukkons have their own ‘game
speak’ vocabulary too, and this is used to deactivate barriers.
No Oddworld game would be complete without a healthy dose of
fart humour and Oddworld Adventures II is thankfully no exception. It seems the
Glukkon’s new brew has some nasty side effects and if Abe downs a bottle he can
fart to create an impressive gas cloud. As everyone knows, the first thing to
do after a fart like that is escape the scene of the crime, however in this
case it’s absolutely essential as the guff will literally explode after a few
seconds. Alternatively Abe can stand his ground and chant to possess the fart
and move it around freely causing it to explode on a nearby enemy. Nice.
When played on a Game Boy Color, the backgrounds in the
levels are packed with detail and much more in line with what you’d expect from
an Oddworld game. Some of the environments have a slightly garish colour scheme
but nevertheless it’s a remarkable improvement over the first title and it
certainly adds a lot to the game. The characters are much improved this time round
too with them being larger and more detailed.
The game can also be played on an older Game Boy in
monochrome however the graphics take a big hit, with most of the backgrounds
being removed entirely. It only looks marginally better than the original title
like this so I’d definitely recommend playing it on colour compatible Game Boy.
The sound in the game is very good with a nice selection of
digitised voices on offer. I particularly enjoy hearing Abe’s mischievous
chuckle as he sends a possessed enemy to an untimely fate. It all adds a
tremendous sense of character to the game. It’s well utilised too. One of the
most memorable moments in the game for me involved possessing a Glukkon near a
lever. Glukkons being far too important to do menial tasks such as pulling
levers have their arms tucked inside their long coats and so after a while of
not being able to figure out what to do I suddenly thought what would a Glukkon
do? Using the ‘game speak’ I shouted for help, and sure enough a lowly slig
appeared to do the job for me! It was a really nice touch.
Overall I had a great time with Oddworld Adventures II. The
game is a huge improvement over the first title and rectifies all of the issues
I had with it. The variety and creativity of the puzzles, the tight level
design, impressive graphics and sound make this the Oddworld game to own for
your Game Boy. It’s a title worthy of the series and shows just how capable
Nintendo’s plucky handheld could be in the right hands.
So if you like what you’ve heard, why not seek out a copy of
Oddworld Adventures II for the Game Boy Color and take down the sinister Soul Storm
Brewery and once again rescue the enslaved Mudokons from the evil, corporate
Glukkons.
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