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Gobliins 2

Score: 70%
ESRB: Not Rated
Publisher: BulkyPix
Developer: DotEmu
Media: Download/1
Players: 1
Genre: Adventure/ Puzzle

Graphics & Sound:

Gobliins 2 is two pieces of seemingly forgotten gaming history rolled up into one iPhone app. When the conversation of classic adventure games comes up, the Gobliiins series is usually overlooked. Even more overlooked is the game's home system, the Amiga. As ports go, DotEmu has done a great job of bringing the series to the iPhone, pushing both forgotten relics back into the limelight, but not without a few difficulties... literally.

Presentation is faithful to the original game, which is both a good and bad thing based on your tastes. I really like the retro look and it really works for the iPhone. At the same time, everything is just a bit too small. It is never hard to pick out individual items though it is sometimes hard to tell exactly what you're looking for, such as small switches or buttons.

Although it is easy to overlook graphical issues, audio is another story. The warbling sound goblins make when they speak is outright annoying, especially when you're using headphones. Music, on the other hand, is okay, though I usually opted to turn the sound off.


Gameplay:

Gobliins 2 places a unique spin on adventure games. Rather than playing as one character, you're placed in charge of two very different goblins, with their own personalities. Fingus is a smart, polite goblin, while Winkle hasn't quite found the thin line between bravery and stupidity. Each goblin's personality plays a role in how they interact with objects, a trait that factors into gameplay.

The game kicks off when Fingus and Winkle volunteer to rescue the king's kidnapped son, the Prince Buffoon, from a demon. Gameplay is typical for the genre; in order to gain access to the next area, you need to solve puzzles, either by collecting and using objects or interacting with other items in the world. Here's where the two goblins' personalities come into play. Each can interact with any item on the screen, though with different results. For example, if Fingus interacts with a flower, he'll pick it; Winkle, on the other hand, will eat it.

Unlike other adventure games, where you just need to figure out the puzzle's solution, you first need to figure out which goblin can cause the required reaction with the puzzle's elements. The concept leads to some pretty cool results, though it doesn't always make for the most ideal play experience. Few puzzles require just one goblin to solve, often times requiring that you split your attention between two areas on the screen. Some even require exact timing, further complicating an already challenging game.


Difficulty:

Even by adventure game standards, Gobliins 2 is incredibly hard. Puzzle solutions are usually obtuse and require multiple attempts just to figure out exactly what you're being asked to do. It's like trying to put together a jigsaw puzzle without looking at the picture on the box first. Solutions are incredibly clever (probably too clever for their own good), and when you do figure them out, there's a sense of accomplishment. At the same time, the victory doesn't feel as grand as it should considering you're instantly dropped into another, even harder, puzzle.

There are a few bright spots mixed in with the gloom. There are no restrictions on the number of times you can attempt a puzzle. Although it leads to a lot of trial-and-error gameplay, it's good to know you're never penalized for trying stuff out.

If you get really stuck, there's an in-game hint system. Each hint has three layers. The first offers a vague idea of what to do, while the final spells out every step. I'm not against hint systems, but I am against systems that remove the fun from the game. There really should be some sort of usage limitation on the system. Once you use it once, it is really hard to not use it again, especially when matched with Gobliins 2's difficulty ramp.


Game Mechanics:

Although puzzles aren't ideal, the control setup is great and probably one of the best I've seen on the iPhone. Gobliins 2 sticks to a cursor-based control scheme rather than implementing a completely touch-based one. This works for the game's context-sensitive puzzle system. The neat part is you don't have to place your finger directly on the cursor to move it. Instead, the cursor will move no matter where you touch the screen. Considering how densely packed and small everything is on screen, this is an incredibly smart idea. It keeps your thumbs from covering important areas or otherwise obscuring the screen.

There are, however, a few drawbacks to the system. For one, the cursor doesn't always pick up on your movements right away. It doesn't happen all that often, but it happens. The most common issue occurs when interactive objects are bunched up in one area. It isn't uncommon to accidently activate an object or swap goblins. Usually you can solve the problem by making sure both goblins aren't in the same area, but this isn't always a viable solution.

Gobliins 2 is a cool piece of gaming history and should appeal to players who enjoy delving into nostalgia. Unfortunately, the difficulty curve is steep enough to turn away a majority of players. It's playable, but the only if you're the patient sort.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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