A pirate%26rsquo;s life for us? Not if it involves this much brainless scavenging. Continuing on from Ganbarion%26rsquo;s so-so Unlimited Adventure, Cruise bears little proof of two years%26rsquo; development. Button mashing. Hiking around confusing maps. Scooping up an inordinate number of coconuts. Have we slipped through a wormhole back to 2007?
The main problem is the reliance on item scavenging to turn a simple task into an epic quest. Deep down there%26rsquo;s some dumb fun longing to get out: colourful characters unleashing the moves you%26rsquo;ve seen in the show. But where in the show do Monkey and company have to find ten coconuts, eight bits of moss and some driftwood to open a door?
We can%26rsquo;t even see this appealing to the %26lsquo;gotta collect it all%26rsquo; crowd. Endless foraging only works if you%26rsquo;re rewarded. Here it opens up doors to new foraging grounds or lets you build tools to, you guessed it, allow new kinds of foraging. Combat occurs regularly enough, but there%26rsquo;s some vicious slowdown. It%26rsquo;s a shame, as the well-realised characters (the writing is bang on) could have been put to work in a much more ambitious twist on the Zelda formula. This, alas, is unlikely to happen soon, least of all in the imminent sequel, Cruise 2. Can%26rsquo;t wait.
Jun 26, 2009