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Tak: Mojo Mistake (DS)

Status: Stopped playing - Got Bored
I started playing this game on Saturday 3 February, 2018  //  I stopped playing this game on: Monday 12 February, 2018
Current opinion of this game
No comment, yet.

February 11, 2018 03:39:32 PM
I got this game in Australia - at ebgames, which still exists there as a brand/company as part of a special buy 2 get 3 or something like that. It was super cheap, and it was my third pick. The other two were more interesting and I got this one because "oh well, there's nothing else remotely interesting at this super low price". Hmm.

Weirdly, the game is US - with an sticker of the Australian classification system over the ESRB rating and it's got Nickelodeon on the front (as part of the logo for Tak). I have no idea if there's a Nick show based on this character? I should look it up because, unless this is a sequel - I got the sense that there's a lot of backstory/prior story I'm not privy to. Not that it really matters all that much - but if there's a show it might explain the art style which is reminiscent of DKC in style (3D modeled characters on a 2D platforming game). I'm surprised by how much there is to do. THe game goes above and beyond a typical platformer with a quest system, home hub with villagers/friends who give you quests, an upgradeable weapon system (with gem slots as well!), a touch-screen spell/magic system, and I don't know what else. The whole economy is fed by collecting things from the levels - and boy, there are a LOT of things, so there's also an inventory system (with extra storage). Oh, there's also (separate from the magic system), a "spell" system where you combine two items to create an effect (like healing). You have a book with all the different combinations that lead to effefts, with blank spaces for those you haven't found yet.

It's super broad, not that deep AFAIK, but surprising nonetheless.

Unfortunately, I couldn't really get into it because the platforming and combat felt a bit fiddly and imprecise. There's a double jump, but it's hard to reach some platforms that are clearly accessible and the combat is mostly button mashing but, again, movement is fiddly so dodging is harder than it should be.


 
kudos for original design to Rodrigo Barria