Tak: The Great Juju Challege
We go hands-on with Tak's third outing.
Published: August 27, 2005
The Tak series emerged rather quickly as something more than your typical platformer. It wasn't just that it had all the co-branding and the marketing spin and the partnerships with Nickelodeon (though we're sure that helped), the game was genuinely good, and just gushed personality. Salt Lake City-based developer Avalanche not only helped craft an engaging story, but they developed an entire world rife with magic and dorky animals and little pygmy-looking guys from the Pupanunu tribe.
Specifically, it was the game's namesake that eventually overthrew the evil Tlaloc and restored the Moon Juju Goddess (in the first game), then learned to tame the dream world and stopped Tlaloc from using half of the Staff of Dreams to use people's nightmares to change reality (in the second).
The third game (at least from what we've played so far) -- is decidedly Tlaloc-free. Instead, Tak and fellow tribesman and comic relief Lok instead are recruited to something of a mystical tribal game show: The Great Juju Challenge. The pair must race against other tribes (including The Grammazons, a pair of purdy ladies; the Black Mist, two purple-clad bad boys seemingly always on Tak and Lok's trail; and the Jibbajabbas, a huge guy and a little guy that love to go piggyback) all to gain the favor of the Moon Juju Goddess (what, saving her wasn't enough?) by finishing a set of puzzle-laden levels before the other tribes.
GJC's newest dynamic, and really the star of the new game, is the ability to switch between Tak and Lok in real-time. Since each have their own strengths, it falls to the player to deem when and where they should be used. The pair can team up by having Lok pick Tak up and toss him up in the air to reach ledges or switches that are out of reach, and each gains powers as they complete levels differently.
Normally the CPU controls the other character when you aren't using them, making sure to attack and follow as necessary. From time to time, though, we had to order the other Pupanunu to park it for a second, usually because there was a floor switch that needed constant weight for a while. It's a little embarrassing to admit, but some of the puzzles were actually something of a stumper for most of us until a fresh pair of eyes popped in and offered a suggestion like "can't you put that there?"
The Great Juju Challenge itself takes place in a hub world with multiple pathways out from the center that lead to a trio of different levels. It's not a bad way to do things, and once we popped into a level, we noticed they are rather expansive, but the constant march of time (there's an ever-ticking clock counting down) and the idea that you're racing other tribes kept us from really exploring things.
Luckily, Avalanche threw in a nice variety for things. Most of them are simple puzzles, but using the bleating of a baby Rhino to wake up the momma and then ride her through a thicket patch is fun, and it's just one of the early peeks we got at what interacting with the environment will offer.
Scattered among most levels are side quests that usually involve a simple task (make it to the exit; smack five squawking chickens, and so on), that offer big rewards, but cost you valuable time too; they're entirely optional, but the risk/reward of investing the time it takes to beat the levels is a nice addition to things. Spend too much time and you'll have to restart the entire level, but nail the side quest fast enough and it'll mean a great boost after you finish the level.
It should be noted that there is something of an item collection element as well. Destroying most of the standard breakable truisms in a platformer (pots, pillars, small rocks, etc.) yields either crystals, bugs or fruits (the latter can also be picked from bushes). These are used in conjunction with recipe cards scattered all over the levels to make items and upgrades. You can try you hand at mixing your own combo, but the results may not be all that favorable. Luckily, some items can ONLY be discovered by mixing and matching freehand.
One of the biggest things Tak has had going for it from the start was the art style and animations. The level of personality (especially when wearing stuff like the chicken suit - which makes a return here) in the characters and even the world itself is stunning. The worlds continue to have that painted, almost cel animated quality to them, and it's a very obvious sign of the talent in play at Avalanche.
There's still plenty of GJC that we have to explore, and it's hard not to just barrel through the whole game and report back with a play-by-play report of things, but something tells us THQ probably wouldn't be too pleased. Instead, you'll have to be content knowing the same adorable level of charm is still present here in the third outing. We'll have more once we've spent a bit more time with the game.
Specifically, it was the game's namesake that eventually overthrew the evil Tlaloc and restored the Moon Juju Goddess (in the first game), then learned to tame the dream world and stopped Tlaloc from using half of the Staff of Dreams to use people's nightmares to change reality (in the second).
The third game (at least from what we've played so far) -- is decidedly Tlaloc-free. Instead, Tak and fellow tribesman and comic relief Lok instead are recruited to something of a mystical tribal game show: The Great Juju Challenge. The pair must race against other tribes (including The Grammazons, a pair of purdy ladies; the Black Mist, two purple-clad bad boys seemingly always on Tak and Lok's trail; and the Jibbajabbas, a huge guy and a little guy that love to go piggyback) all to gain the favor of the Moon Juju Goddess (what, saving her wasn't enough?) by finishing a set of puzzle-laden levels before the other tribes.
GJC's newest dynamic, and really the star of the new game, is the ability to switch between Tak and Lok in real-time. Since each have their own strengths, it falls to the player to deem when and where they should be used. The pair can team up by having Lok pick Tak up and toss him up in the air to reach ledges or switches that are out of reach, and each gains powers as they complete levels differently.
Normally the CPU controls the other character when you aren't using them, making sure to attack and follow as necessary. From time to time, though, we had to order the other Pupanunu to park it for a second, usually because there was a floor switch that needed constant weight for a while. It's a little embarrassing to admit, but some of the puzzles were actually something of a stumper for most of us until a fresh pair of eyes popped in and offered a suggestion like "can't you put that there?"
The Great Juju Challenge itself takes place in a hub world with multiple pathways out from the center that lead to a trio of different levels. It's not a bad way to do things, and once we popped into a level, we noticed they are rather expansive, but the constant march of time (there's an ever-ticking clock counting down) and the idea that you're racing other tribes kept us from really exploring things.
Luckily, Avalanche threw in a nice variety for things. Most of them are simple puzzles, but using the bleating of a baby Rhino to wake up the momma and then ride her through a thicket patch is fun, and it's just one of the early peeks we got at what interacting with the environment will offer.
Scattered among most levels are side quests that usually involve a simple task (make it to the exit; smack five squawking chickens, and so on), that offer big rewards, but cost you valuable time too; they're entirely optional, but the risk/reward of investing the time it takes to beat the levels is a nice addition to things. Spend too much time and you'll have to restart the entire level, but nail the side quest fast enough and it'll mean a great boost after you finish the level.
It should be noted that there is something of an item collection element as well. Destroying most of the standard breakable truisms in a platformer (pots, pillars, small rocks, etc.) yields either crystals, bugs or fruits (the latter can also be picked from bushes). These are used in conjunction with recipe cards scattered all over the levels to make items and upgrades. You can try you hand at mixing your own combo, but the results may not be all that favorable. Luckily, some items can ONLY be discovered by mixing and matching freehand.
One of the biggest things Tak has had going for it from the start was the art style and animations. The level of personality (especially when wearing stuff like the chicken suit - which makes a return here) in the characters and even the world itself is stunning. The worlds continue to have that painted, almost cel animated quality to them, and it's a very obvious sign of the talent in play at Avalanche.
There's still plenty of GJC that we have to explore, and it's hard not to just barrel through the whole game and report back with a play-by-play report of things, but something tells us THQ probably wouldn't be too pleased. Instead, you'll have to be content knowing the same adorable level of charm is still present here in the third outing. We'll have more once we've spent a bit more time with the game.
