Game: Zack and Wiki: Quest for Barbaros' Treasure
Ranking: 22/100
Score: 86.18%
Zack wants to be the greatest pirate in the world, armed with his motley crew of Sea Rabbits and a weird floating monkey that can turn into a bell and follows him around relentlessly mocking him. For some reason, rich and spoiled Captain Rose sees this as a threat and shoots down his aeroplane. Zack crashes on an island and finds the cursed skull of Barbaros, the most feared pirate on the whole land. Barbaros offers Zack his legendary ship - the ship he says made him the greatest pirate ever known - in return for finding all the scattered pieces of his body and lifting his curse, so he can go back to being the greatest pirate ever known. Zack agrees, thus proving he is the stupidest pirate the world has ever known. Will we need to be smarter to solve all of the game's tricky puzzles?
Intro
Overall, Zack and Wiki: Quest for Barbaros' Treasure is a really fun puzzle game which allows you to apply multiple solutions to a problem and rewards you for ingenuity, although the lack of any semblance of an inventory does leave you backtracking in a way that feels counterproductive. The big question on my mind, though, is why Zack sounds like he's munching through a pack of crisps when he eats a chocolate bar?
Ranking: 22/100
Score: 86.18%
Zack wants to be the greatest pirate in the world, armed with his motley crew of Sea Rabbits and a weird floating monkey that can turn into a bell and follows him around relentlessly mocking him. For some reason, rich and spoiled Captain Rose sees this as a threat and shoots down his aeroplane. Zack crashes on an island and finds the cursed skull of Barbaros, the most feared pirate on the whole land. Barbaros offers Zack his legendary ship - the ship he says made him the greatest pirate ever known - in return for finding all the scattered pieces of his body and lifting his curse, so he can go back to being the greatest pirate ever known. Zack agrees, thus proving he is the stupidest pirate the world has ever known. Will we need to be smarter to solve all of the game's tricky puzzles?
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| 'To adventure!' Is Zack meant to be a small child? I just don't know. I do know he spends all his booty on hairspray, though. (source: CNet) |
Intro
The manual has a nice 'treasure map' design and each page is
kept uncluttered. The opening story is straight-forward, and the characters we
are introduced to are cute and quirky. You start playing relatively quickly;
after the brief opening cutscene and some comedic moments between the eager
crew, you're straight into the tutorial.
There is no real sense of premise in the manual. The opening
cutscene mainly consists of black screens with white descriptive text on them -
hardly the most interesting way of introducing your game. Oddly, once you agree
to creating a save game file, you are taken to a screen prompting you to select
your save file. Of course, you don't have one yet, and it's not explicitly
stated what you need to do to continue.
The series of text descriptions could have been placed over
the nice animation of your aeroplane flying through the skies (which they
bizarrely save for the much longer credit sequence). We could have had some
little flashback animations concerning 'Treasure Island' with tantalising
glimpses of the place, to make the opening a little more interesting. A minor
point, but why even take you to the 'select save file' screen the first time
you save the game? It would be nice if you could bypass that altogether, or at
least have a little 'press A to continue' message.
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| Is anyone else weirded out by the fact this rabbit eats meat? Of course, the less well know fact about rabbits is that they don't give a toss about unethical farming methods. (source: CNet) |
Getting Going
The initial puzzle you are faced with is very obvious,
giving you the chance to get the hang of how the controls work and how you can
interact with your environment. The game is very good at letting you know when
you've done something successfully, cheering you on at every tiny achievement.
Although the tutorial level is a discrete one, the puzzles in the first world
have a good learning curve so you don't feel overwhelmed by the difficulty as
you're getting the hang of what you can do in-game.
The incessant whooping and cheering for performing every
task starts to grate after a while; it lessens the impact when you actually do
something meaningful. Another slightly irritating part of the introduction
level is that you are constantly interrupted by Wiki's chatter to the point
that it really breaks up the flow of the game.
The large amounts of explanation given to you by your
character's companion Wiki in the tutorial stage are by and large unnecessary;
I'd like to have seen these cut down so you can get through the level more smoothly.
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| I don't think these spirits are expelled by the magical powers of Wiki when transformed into a bell; just the mundane powers of Wiki being thoroughly irritating. (Source: CNet) |
Fun
The puzzles swiftly become increasingly complicated and more
dangerous to your character as you progress through the game; there are
obstacles and enemies that can kill your character if you don't handle them
correctly. You never find yourself in a situation where you cannot complete a
level; necessary objects will respawn if they are destroyed and if you die, you
can restart from the point you snuffed it. However, the fewer mistakes you make
solving a puzzle, the higher your score (or HQ points); there's an incentive to
solve the puzzle in one go. The encouragement you get from Wiki (when it's not
practically constant as in the tutorial stage) is a nice way of showing you
whether you're on the right track.
There isn't a massive amount of 'fear' when going through
these levels; there's no time limit and you can repeat every action numerous
times. Perhaps this changes further on in the game, but apart from the score
incentive, you have nothing to actively make you anxious when trying to figure out
the interconnected puzzles.
Perhaps the excitement level could be upped if each level
had a time limit where you could continue puzzling once it had expired, but you
only obtained the treasure you seek if you complete it within the limit. Or if
some of the puzzles had timed elements to get your heart racing a little; such
as multiple levels that have to be activated before another one deactivates
itself. The puzzles as they stand are fun and thought provoking, but there's no
real feeling of stress as you try to complete them.
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| Anybody got a flamethrower? Or some salt? |
Visuals
The visuals are cute, cartoony and very quirky; the design
feels unique to the game and is carried over at every point. It's easy to see
which objects you can interact with as the cursor changes colour accordingly.
Also, the background and useable items have suitably contrasting colour
schemes, so it's unlikely you'll find yourself struggling to uncover necessary
objects to complete puzzles with. You get useful information through character
animations; you'll get a big reward message if you complete a successful action
that has helped towards solving a puzzle, and if your action didn’t do anything
useful, Zack will have a speech bubble with a grumbly black cloud in it. There
are lots of nice little touches, such as Zack chomping on a chocolate bar if
he's left idle; if he dies, there's usually an amusing cutscene depicting the
result.
There's very little to fault graphically, but a really minor
issue I noticed was that when you shake the Wii Remote to use Wiki as a bell
and convert creatures into objects, the pretty visual effect can obscure the
object you've created. This becomes a bit of an issue when you've created a
ticking time bomb and need to get it from one spot to another before it
explodes.
Perhaps if converted items were always generated in front of
your character and in front of the bell-ringing effect it would prevent this
issue, but this is a very minor detail.
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| Don't know how to perform an action? Fear not; Creepy Naked Guy is always on hand to show you. (Source: CNet) |
Intelligence
The puzzles are well-thought out and generally quite
logical. The really interesting thing about each levels is that there appears
to be more than one way of solving them - for example, I played an early level
where you had to turn a respawning frog into a bomb (just go with it) and send
it down a chute to knock out an enemy. From here, you are meant to pick up a
worm, use it to bait the enemy's fishing rod and catch the giant deadly fish in
the pool below so you can continue. This involves a very tedious fishing
sequence that has never been fun in any game ever. However, you can also use
the worm to lure the frog down a chute so you can turn him into a bomb in a
place where you can drop him into the pool, where the fish will eat it and
explode. This implementation of multiple solutions is a really neat idea, and
it deliberately rewards you for thinking outside the box and coming up with
slightly radical methods to solve the puzzles.
There is an element of pure trial and error to these levels,
however. Once you find an item you can interact with or transform, then you
know you'll probably need to do so to complete the puzzle. This appears to be
deliberate, and it's a little annoying when clicking on an item trumps logical
thinking. For example, one of the levels requires you to zipline on an
upside-down umbrella. Fair enough. How do you get the umbrella? By clicking on
a bat hovering ominously in a cave, which will make it fly towards you, and
then using Wiki as a bell. This transforms it into an umbrella. Obviously.
There is no way you can work this out without blindly pointing and clicking -
and in a level where the only other creature in it will kill you, that's a bit
cheeky.
I'd like it if this game gave you the opportunity to get
information on an object or creature without actually trying to grab it when
you click on it, just to give you a bit of a hint as to what you might be able
to do with it before approaching it when it could potentially kill you.
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| See, told you. (Source: CNet) |
Immersion
The discrete layout of the puzzles make this a point and
click adventure which creates lots of opportunities to feel a sense of
achievement, as you gain a necessary piece of Barbaros after completing each
puzzle level. It's easy to keep playing level after level, as you get multiple
stages to choose from. As your progress will only be saved once you complete a
level, there is incentive to keep ploughing on until you complete a puzzle,
rather than just saving and walking away.
One problem with the discrete level setup is that the game
doesn't feel as interconnected as it could. You are conscious that you are
completing levels, rather than feeling as though you are exploring an island
searching for treasure.
I can appreciate the choice of short, distinct levels with
individual puzzles, but I think I'd like to see some longer puzzles that cover
greater areas, where you could carry more than one item and save your game
progress in the old point and click style. This would allow for more complex
puzzles without the annoyance of having to keep going back and forth to pick up
and exchange items.
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| There are some sleeping mushrooms nearby. Let's spike the soup! It'll be hilarious! (Source: CNet) |
Cameras
The camera setup is really comprehensive. You have a
standard third person static view, which can be made to scroll by using the 'B'
button and pointing in the appropriate direction. On top of this, there is an
overview camera that lets you view the entire level in 2D form, as well as zoom
into specific areas. You can control your character in this view as well, which
allows you to traverse greater distances with a single click onscreen.
There isn't much to gripe about with the cameras, except
that you can't zoom in to examine the background or what's behind an object.
Generally this is fine as the levels aren't designed to try and hide things
from you in this way.
However, it would be nice if you could zoom in on an area
when you are in the standard static view, just so you could examine your immediate
environment more closely. This would be especially useful when you want to look
at something one of your characters may be obscuring when you don't have much
room to manoeuvre.
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| Do as Creepy Naked Guy says! (Source: CNet) |
Controls
The controls are simple to use - point the Wii Remote and
click where you want to walk, point the Wii Remote and click on what you want
to select, shake the Wii Remote when you want to transform an item or scare off
ghosts. Easy. On top of this, there are several other Wii Remote manoeuvres
that allow you to handle objects. You can flip objects over by flicking back
the Wii Remote, you can turn objects to different orientations by twisting the
Wii Remote, you can drop items when interacting with large objects by twisting
the Wii Remote. It's all largely intuitive, and you even get a little person in
the corner of the screen showing you how to perform any object-specific
actions. The Wii Remote is used quite nicely in these games and utilises all of
its gyroscopic features. Playing this game, I felt that it would appeal to younger
players purely because of the control mechanisms.
The controls aren't perfect, however. Sometimes, you can
click on an area you want Zack to walk to and he just won't - you have to click
in quite specific areas before he'll move, and often he won't move into
completely standard wide-open spaces because of some perceived obstruction. Oh,
and let's talk about fishing. I found this aspect just didn't work. There were
several times I was flicking my Wii Remote like a trooper only for the screen
to register no activity at all. Of course, the moment I stopped as instructed
by the game, it registered the movement of me actually bringing the Wii Remote
to a halt as flicking it about. Everything else seemed to work fine, but I did
notice a rather glaring omission. One of the tips you can get in the hub world
chirpily states 'remember, the controls are designed for right hand use!'. So,
good luck if you're left-handed and want to play this game; not only are there
no options, but the game proudly boasts this fact. Another minor quibble I have
is the controls implemented to drop items. You have to click on the item in the
HUD and drag it out of its circle. This is fine, but if you want to drop it in
a specific orientation (as I did when trying to drop the worm near the chute to
attract the frog in one of the puzzles), it proves difficult because your
character turns around to follow your pointer, and thus will drop the item in
whichever direction he is facing.
I struggle to see why it would have been particularly
difficult to have a left-handed option for the controls. Surely it would just
be a case of inverting the current controls and allowing the player to select
that on an option screen? You need this kind of control option precisely
because this game involves twisting and flipping the Wii Remote; whenever
you're expected to move the Wii Remote from vertical to horizontal movement
(such as when dropping an item onto another useable object) a left-handed
player is going to automatically do this the opposite way around. In fact, you
probably only need to change the controls for that small subset of manoeuvres.
Oh, and I would like a 'drop' button for when I want to place an item outside
of the prescribed object interaction areas. Seeing as the game allows and rewards
you for doing things outside of these areas to complete puzzles, it should make
it easier to drop items in a specific orientation.
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| You need to flip some items to use them. But not on this screen. How confusing. (Source: CNet) |
Ideas
This game has lots of fun features; chiefly the ability to
solve puzzles in numerous ways. Not only does this encourage you to look at
different ways to solve a puzzle, but it encourages you to go back and play
levels again just to see if there's any other way you could solve it. There's
also a fun little sub-game element where you can call up the skeleton of a composer
and play a bell-ringing rhythm game; if you get close enough to the beat,
you'll win a treasure map. The fact you can use the Wii Remote in so many
different ways certainly adds to the fun, and increases the chance that you'll
end up looking deeply silly to anyone who walks in on you playing. On top of
this, the characters and world are quite funny. You play a ridiculously over
the top child-like pirate with an amusingly selfish companion, and you have a
rival/enemy character who's like a pirate Verruca Salt from Charlie and the
Chocolate Factory. Every character you meet is off the wall and has a very
distinct personality, and some of the dialogue is genuinely amusing - this is a
game that likes to pummel on the fourth wall quite a lot.
Perhaps this improves as you get further into the game, but
I found many of the puzzles weren't that involved. They're all rather separate
pieces that really don't relate to each other, save for the treasure you're
trying to obtain. There's also a weird stab at a multi-player mode. Basically
anyone can grab a Wii Remote and start drawing on the screen when you're
playing. Apparently this is to allow them to point things out to you, but I
can't think of anything more distracting than someone scribbling over the
screen when you're trying to look for an item. Also, a minor irritation I had
was with the fact that you could only carry one item at a time - even if you
had another hand free. The only purpose it seemed to serve was in making
solving a puzzle more irritating, rather than more difficult, when you had to
keep backtracking to pick up an item you needed.
A game like this doesn't need a huge inventory to
over-complicate it, but it would be nice if you could carry two or three items
at a time to lessen the annoyance factor of having to backtrack over the level
purely because you can only carry a single item. I also think it would be
interesting to have a few interconnecting puzzles, where you need to carry
items from one stage along to another in order to complete each puzzle.
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| And nobody's drawn a phallus on-screen with their Wii Remote? Really? (Source: CNet) |
Memory
This is a quirky, addictive puzzle game that allows you the
freedom to think outside the box and come up with multiple solutions to solve
problems. While this would interest older players, the game's cute and cartoony
feel, coupled with its intuitive and novel controls, would easily attract
younger players into playing a puzzle game. The graphical information you
receive makes it easy to tell if an attempted action had furthered your cause
or done nothing at all, and you won't spend ages scrabbling around for
necessary items as it's generally clear what you can interact with in your
environment. I was definitely left thinking about the puzzles and wondering if
there were different ways I could have completed them. The camera views were
used really well, too - the fact that you could not only get an overall view of
the level, but still move your character I found really handy.
There are niggling annoyances with the game, such as the
insistence on only letting you carry one item at a time so you are forced to
backtrack over each level purely to pick up different items rather than to
solve a puzzle. Also, the cute, quirky style could be quite irritating to
players - although I did laugh at quite a few moments, there were several times
where I just wanted Wiki to shut up and by the fifth time you've seen Zack fall
into the treasure chest once you've cleared the level, you may sort of want him
to get stuck in there permanently.
I would have liked to be able to carry items through to
other levels and been able to hold a few items at once. It would have been
especially interesting if you could carry items from other levels that helped you
find alternative solutions.
Overall, Zack and Wiki: Quest for Barbaros' Treasure is a really fun puzzle game which allows you to apply multiple solutions to a problem and rewards you for ingenuity, although the lack of any semblance of an inventory does leave you backtracking in a way that feels counterproductive. The big question on my mind, though, is why Zack sounds like he's munching through a pack of crisps when he eats a chocolate bar?











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