Rabbids Go Home

Rabbids Go Home

PAL cover art
Developer(s) Ubisoft Montpellier
Ubisoft Casablanca (Nintendo DS Version)
Publisher(s) Ubisoft
Director(s) Jacques Exertier[1]
Jean-Philippe Caro[2]
Designer(s) Christophe Pic[3]
Composer(s) Fanfare Vagabontu
Series Raving Rabbids
Engine LyN
Platform(s) Wii, Nintendo DS, Microsoft Windows
Release

Nintendo Wii/Nintendo DS

  • NA: November 1, 2009
  • AU: November 5, 2009
  • EU: November 6, 2009

Microsoft Windows

Genre(s) Comedy, Adventure, Platformer, Puzzle (DS Version only)
Mode(s) Single-player, multiplayer

Rabbids Go Home is a 2009 "comedy-adventure" video game developed by Ubisoft Montpellier and published by Ubisoft for the Wii and Nintendo DS. The game was released in North America on November 1, 2009, in Australia on November 5, 2009 and in Europe on November 6, 2009. The modified, shorter version of the game was ported to Microsoft Windows and released in selected countries (Russia, Germany, Poland). This is also the first game that the Rabbids become allies with the player.

Rabbids Go Home is the fourth installment in the Rabbids series of video games and is the first stand-alone title in the series, since Rayman does not appear in the game. The game's plot centers on the efforts of the titular Rabbids to collect as many human objects as they can and create a huge pile high enough to reach the Moon, all the while avoiding the extermination attempts by the "Verminators", who wish to gain back the stuff the Rabbids have stolen.

The game received generally favorable reviews from critics, who praised the game's humor, soundtrack and accessible gameplay, though some noted the game's low difficulty. The reviews for the Nintendo DS version were mixed.

Gameplay (Wii version)

The player controls a team of two Rabbids on a rampage pushing a shopping cart.[8] The goal of the game is to go to human places such as malls, hospitals and other such places to collect as much stuff as possible during each level and help the Rabbids build a pile high enough to reach the Moon. In each level, there is enough stuff to grow the pile by 1,000 feet. The minimum requirement for completing a level is to collect the "Xtra Large Stuff" and carry it to the toilet at the end of the level and unlock new items for the Rabbids like figurines, tattoos, tools, accessories and challenges depending on the score.[9] The Xtra Large Stuff is located either in the middle or end of a level. Some Xtra Large items affect the gameplay. For example, a jet engine will propel the shopping cart to three times its normal speed, while a sickly patient's quarantine bed allows the cart to float and glide.[8] Placed throughout the levels are "Collector Rabbids", with which the player can leave any stuff they have collected up to that point. The health of the Rabbids (described in-game as "ideas") is measured in light bulbs, which fry out when the Rabbids take damage and get collected to refill. At the start of the game, the Rabbids will have three light bulbs, displayed at the bottom-left corner of the screen. Later in the game, you can earn up to 6 light bulbs. If all of the light bulbs burn out, the Rabbids will get set back to an automated checkpoint, and if all of the stuff they have collected is lost, they'll reappear next to the most recent Collector Rabbid they've met.

The player can move the shopping cart with the Nunchuk attachment and accelerate using the A button. The Rabbids' main mode of offense is a loud vocalization called the "Bwaaaah! Attack", which can be triggered by shaking the Wii Remote. This attack can break certain objects, stun enemies like guard dogs, scaring humans and stripping them of their clothing. As the player advances through the game, the Verminators and robots appear and humans will start wearing soundproof helmets to protect themselves from the "Bwaaaah! Attack". The player can perform another technique named the "Super Boost", which is initiated when the shopping cart turns and drifts to the point where blue sparks fly from under the cart's wheels. When the player presses the A button and turn, and when blue sparks are coming from the wheels, and presses the B button, the "Super Boost" will be performed. This ability allows the player to knock down piles of crates, strip certain enemies faster and leap over obstacles through the use of springboards. The player can also launch the "Cannonball Rabbid", a Rabbid living inside the player's Wii Remote, by aiming with the Wii Remote and pressing the Z button on the Nunchuk attachment. This attack can strip certain enemies and open certain grates marked with "Tag".[10]

At several points during the game, a rabbid is "drawn" into the Wii Remote itself, and can be thrown and bounced around while "inside" the remote as the screen displays an apparent interior view of the remote.

Plot

After invading Earth and partying intensely, the Rabbids are ready to get back home. Due to having the attention span of a goldfish, they decide to go to the moon, which they think is a giant light bulb. They come up with a plan to collect all of the human stuff they can find, heap it onto a giant pile and climb to the Moon. They gather the human objects and fit them all into one shopping cart, transfer all of the stuff they have found through the sewage system via a series of toilets and add the stuff to their growing pile, which becomes higher as the game progresses. Eventually, the humans revolt against the Rabbids and become "Verminators" in a bid to exterminate the Rabbids and retrieve their stolen stuff.[8][11]

At the end of the game, the Rabbids are still not able to reach the moon, even after gathering almost everything from the city. The humans bombard the pile with time-delay bombs which explode on the pile, causing the pile to fly up into space. At the result of that, the XL junk falls from the sky and the humans panic. After all of the stuff has stopped falling, the humans are over-joyed to have all of their stuff back. In space, the Rabbids celebrate their accomplishment of finally reaching the moon, albeit caught in the moon's gravitational orbit.

Development

Rabbids Go Home underwent three years of development before its release. A coherent and authentic storyline was needed to keep the Rabbids fresh and conserve their variety in the context of an adventure game. The development team evaluated the Rabbids as representing "emotions pushed to the extreme" and created the human characters to be the exact opposite: "[They] mull over all their decisions, their emotions in-check. Their organs have atrophied. They have nearly forgotten that they have a body or a heart, and can barely handle those." Jacques Exertier stated that the meeting between the two opposing characters is an allegory of the "internal debates we have with ourselves each time we make a decision" and that much of the comedic situations in the game stem from the meeting of the two archetypes. The setting of Rabbids Go Home was visually inspired by the period between 1945 and 1975, during which there was an explosion in mass consumption. The visuals were based on simple colors and geometric shapes rather than photorealism to create a caricaturized image of its "uptight humans with their sterile places and normalized urban planning". Rabbids Go Home is the first video game to feature the LyN, which was created alongside the game.[8] The game was announced on April 9, 2009.[12] On November 17, 2009, Ubisoft denied a rumor that the game would be recalled from United Kingdom shops due to "inappropriate language".[13] As a result of this, the game has been re-rated a 12 in Europe.

Music

The music of Rabbids Go Home was composed by Fanfare Vagabontu, a Moldovan gypsy brass band, but inspired from the Romanian folk music. A 12-track soundtrack was made available on the iTunes Music Store on November 17, 2009.[14] The game also includes licensed songs such as "Come Go With Me" by The Del-Vikings, "Louie Louie" by Richard Berry, "Take Me Home, Country Roads" by John Denver,[15] "Jamaica Farewell" by Harry Belafonte, "Somebody to Love" by Jefferson Airplane, "I Told You So" by The Delfonics, "Smarty Pants" by First Choice, "Me and Mrs. Jones" by Billy Paul[16] and "Rivers of Babylon" by Boney M. The licensed music is primarily heard coming from radios and loudspeakers in various areas of the game and can be shut off (or quieted down) by destroying said loudspeakers and radios.

Reception

Reception
Review scores
PublicationScore
DSWii
1UP.comB[16]
Eurogamer8/10[17]
Game Informer7.5/10[18]
GamePro4/5[19]
GamesMaster86%[20]
GameSpot7/10[21]
GameZone8/10[22]
IGN8.5/10[23]
Nintendo Power7/10[24]7/10[25]
Nintendo World Report9/10[15]
ONM40%[26]83%[27]
Aggregate scores
GameRankings68.25%[28]80.25%[29]
Metacritic70%[30]79%[31]

The Wii version of Rabbids Go Home received generally favorable reviews from critics. Pedro Hernandez of Nintendo World Report praised the game's "inventive" uses for the Wii Remote, "easy-to-get-into" gameplay, "deep" Rabbid customization modes, "great" soundtrack and "incredible" sense of humor, but noted the redundancy of the gameplay and inconsistent framerate as weak points.[15] NGamer UK concluded that "the Rabbids can pull off a fully fledged game without Rayman's assistance. This is witty, charming and, above all, incredible fun."[32] GamesMaster UK described the game as "witty, energetic and hugely entertaining, even if it isn't particularly smart."[20] Matt Casamassina of IGN stated that the game was "far more inspired and ambitious" than Rayman Raving Rabbids and said that the title "at times feels like an action romp and at times a platformer on wheels, but regardless of the scenario, you'll be having fun and smiling if not laughing."[23] Chris Scullion of Official Nintendo Magazine UK considered Rabbids Go Home to be "the funniest game on the Wii" and commented positively on the "tight" controls and "fantastic" soundtrack, but stated that the game was too easy.[27] Aceinet of GameZone praised the game's humor and "ever-changing" gameplay, concluding with a reminder that "games are supposed to be fun and Rabbids Go Home is a fun-filled experience that shouldn’t be missed regardless of the score."[22] Aaron Koehn of GamePro pointed out that the game draws its strength from its odd tone, but added that the simplicity of the gameplay becomes tiresome.[19] Dan Pearson of Eurogamer noted that the "constant enthusiasm" of the Rabbids can be "draining" to some and said that the game wasn't for hardcore gaming enthusiasts.[17] Annette Gonzalez of Game Informer said that the animations were "laugh-out-loud", but some of the gameplay sequences were "repetitive".[18] Matt Leone of 1UP.com remarked that the licensed soundtrack and customization features added enough personality to make the game worth playing.[16] Nintendo Power concluded that while the game was too easy, it was "a definite step in the right direction for the Rabbids, and I hope to see them continue this way."[25] Tom McShea of GameSpot commented positively on the character creator, unlockable content and cutscenes, but said that the early levels were too easy and simple and the game became repetitive.[21]

Reviews for the Nintendo DS version were mixed. NGamer UK called the game "the best example of the genre we've seen in ages."[33] Nintendo Power said that the game's style of puzzle is "perfect" for touch-screen control and noted that the ability to customize challenges "adds a lot of replay value to this latest exercise in Rabbid abuse."[24] Chris Scullion of Official Nintendo Magazine UK criticized the game's "broken" physics, "universally dull" minigames and "irritating" gameplay, but noted that the cutscenes were "decent" and the level editor is "solid".[26]

References

  1. Jacques Exertier (2009-09-09). "Blog: Part 1 - The Adventure Begins!". Rabbids Go Home Developer's Blog. Retrieved 2010-06-29.
  2. Jean-Philippe Caro (2009-10-07). "Blog: Part 5 - Inside The Wii Remote". Rabbids Go Home Developer's Blog. Retrieved 2010-06-29.
  3. Christophe Pic (2009-09-10). "Blog: Part 3 - Gameplay Loop". Rabbids Go Home Developer's Blog. Archived from the original on November 27, 2009. Retrieved 2010-06-29.
  4. "Rabbids Go Home for Wii". GameSpot. Retrieved December 29, 2009.
  5. "Rabbids Go Home for DS". GameSpot. Retrieved December 29, 2009.
  6. "Rabbids Go Home for PC". Retrieved August 2, 2010.
  7. "Rabbids Go Home for PC Poland". Retrieved April 19, 2011.
  8. 1 2 3 4 Matt Casamassina (May 5, 2009). "Why You'll Love Rabbids Go Home - Wii feature - at IGN". IGN. Retrieved December 29, 2009.
  9. Rabbids Go Home instruction booklet. Ubisoft. 2009. p. 4.
  10. Rabbids Go Home instruction booklet. Ubisoft. 2009. p. 5.
  11. Rabbids Go Home instruction booklet. Ubisoft. 2009. p. 3.
  12. IGN Staff (April 9, 2009). "Ubisoft Announces Rabbids Go Home - Wii story - at IGN". IGN. Retrieved April 9, 2009.
  13. Stephen Daultrey (November 17, 2009). "Wii News: Ubisoft deny Rabbids recall rumour - ComputerAndVideoGames.com". ComputerAndVideoGames.com. Retrieved December 29, 2009.
  14. Fanfare Vagabontu (November 17, 2009). "Raving Rabbids: Rabbids Go Home (Original Soundtrack)". iTunes. Retrieved December 29, 2009.
  15. 1 2 3 Pedro Hernandez (November 16, 2009). "Nintendo World Report - Wii Review: Rabbids Go Home". Nintendo World Report. Retrieved December 29, 2009.
  16. 1 2 3 Matt Leone (November 11, 2009). "Rabbids Go Home Review for the Wii from 1UP.com". 1UP.com. Retrieved December 30, 2009.
  17. 1 2 Dan Pearson (November 9, 2009). "Rabbids Go Home Review | Wii | Eurogamer". EuroGamer. Retrieved December 30, 2009. Not everyone is going to enjoy this. Some people will never warm to Ubisoft's anarchic little fiends, many will find the constant enthusiasm draining. This isn't a purchase for hardcore enthusiasts or steely battlefield veterans with a thousand-yard stare and a pico-second response time. The rest of you, should you be able to engage your inner child, could well find a big old slice of the fun pie cooling on your windowsill.
  18. 1 2 Annette Gonzalez (November 3, 2009). "Rabbids Ditch Minigames For A Fun Item-collecting Adventure - Rabbids Go Home - Nintendo Wii". Game Informer. Retrieved December 30, 2009.
  19. 1 2 Aaron Koehn (November 16, 2009). "Rabbids Go Home Review from GamePro". GamePro. Archived from the original on 2009-11-21. Retrieved December 30, 2009. Even with the game's strength is its unusual and original tone, players can rest assured that this game is just as accessible as it is odd. Featuring an overdose of quirky charm and a wide range of fun-filled gameplay, gamers who aren't used to playing titles outside of the norm will be remiss if they don't give Rabbids Go Home a chance.
  20. 1 2 "Rabbids Go Home". GamesMaster UK (Winter 2009): 72. 2009. Witty, energetic and hugely entertaining, even if it isn't particularly smart.
  21. 1 2 Tom McShea (November 10, 2009). "Rabbids Go Home Review for Wii - GameSpot". GameSpot. Retrieved December 30, 2009. This slow-starting platformer is simple at times but builds up to a goofy good time.
  22. 1 2 Aceinet (November 16, 2009). "Rabbids Go Home Review - Wii". GameZone. Retrieved December 29, 2009. The humor and ever changing gameplay provides a rip-roaring experience that you’ll be hard pressed to find in another game. Remember games are supposed to be fun and Rabbids Go Home is a fun-filled experience that shouldn’t be missed regardless of the score.
  23. 1 2 Matt Casamassina (November 3, 2009). "Rabbids Go Home Review - Wii Review - at IGN". IGN. News Corporation. Retrieved December 29, 2009. Rabbids Go Home is not a Raving Rabbids sequel, but an altogether different experience -- one far more inspired and ambitious. This title at times feels like an action romp and at times a platformer on wheels, but regardless of the scenario, you'll be having fun and smiling if not laughing.
  24. 1 2 "Rabbids Go Home". Nintendo Power (Holiday 2009): 89. 2009. It's the perfect style of puzzle for touch-screen controls, and there's an edit mode for designing your own custom challenges, which adds a lot of replay value to this latest exercise in Rabbid abuse.
  25. 1 2 "Rabbids Go Home". Nintendo Power (Holiday 2009): 88. 2009. Difficulty issues aside, this is a definite step in the right direction for the Rabbids, and I hope to see them continue this way.
  26. 1 2 Chris Scullion (December 17, 2009). "Nintendo Review: Rabbids Go Home - Official Nintendo Magazine". Official Nintendo Magazine UK. Retrieved December 29, 2009. Never have we seen a DS game fail so badly to capture the fun of its Wii sibling.
  27. 1 2 Chris Scullion (November 4, 2009). "Review: Rabbids Go Home - Official Nintendo Magazine". Official Nintendo Magazine UK. Retrieved December 29, 2009. It's an absolute hoot but if you're after a meaty challenge, you definitely won't find it here.
  28. "Rabbids Go Home for DS - GameRankings". GameRankings. Retrieved December 29, 2009.
  29. "Rabbids Go Home for Wii - GameRankings". GameRankings. Retrieved December 29, 2009.
  30. "Rabbids Go Home (ds) reviews at Metacritic.com". Metacritic. Retrieved December 29, 2009.
  31. "Rabbids Go Home (wii) reviews at Metacritic.com". Metacritic. Retrieved December 26, 2009.
  32. NGamer Staff (November 4, 2009). "Wii Review: Rabbids Go Home Review - ComputerAndVideoGames.com". NGamer UK. Retrieved December 29, 2009. The Rabbids can pull off a fully fledged game without Rayman's assistance. This is witty, charming and, above all, incredible fun."
  33. "Rabbids Go Home". NGamer UK (Christmas 2009): 70. 2009. The best example of the genre we've seen in ages.
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