Oh dear. We%26rsquo;re only one sentence into KORE%26rsquo;s accompanying PR prattle and we%26rsquo;ve already found a %26lsquo;kooky%26rsquo;, an %26lsquo;insane%26rsquo; and a %26ndash; gulp %26ndash; %26lsquo;zany%26rsquo;. The alarm bells skip %26lsquo;going off%26rsquo; and go straight to %26lsquo;explode%26rsquo;. The item bringing out these most dreaded of adjectives? That would be the titular KORE vehicles/suits. Think Mario meets mechs and you%26rsquo;re nearly there. The KORE suit emphasizes certain qualities of its wearer, but in a twist %26ndash; we%26rsquo;d go as far as saying it%26rsquo;s a %26lsquo;zany%26rsquo; twist %26ndash; the suit is home to not one, but three creatures: Pixie, Madboy and a dog called Rex. Three different skill sets equals three takes on this cybernetic costume. Hilarity might just ensue.
The pitch is no great shakes %26ndash; a mild wobble at best %26ndash; but there%26rsquo;s a quality to Snap Dragon%26rsquo;s platformer that gives us pleasantly warm, tingly feelings. Collectable tokens, mountainous piles of floating platforms, colors usually reserved for children%26rsquo;s snacks %26ndash; this is exactly the kind of game that flooded the scene after Mario 64, but dried up around 2005 after one critical mauling too many.
We%26rsquo;re promised innovative gameplay %26ldquo;designed for Wii%26rdquo;, so maybe some well-implemented controls will elevate this above mediocre. The trio of personalities gives it a basic hook %26ndash; one can climb, one can smell objects and the other is Fisty McPuncherson %26ndash; but Snap Dragon shouldn%26rsquo;t ask a gimmick to carry KORE. As Banjo Kazooie and Rocket: Robot on Wheels showed, inventive characters are nothing without platforming feats and rainbow vistas. Make it so, Snap Dragon, you zany funsters.
Nov 7, 2008