The premise of
Taz: Wanted isnt completely unimaginative, but its not terribly
engaging either. Yosemite Sam has opened his own theme park in Tasmania
and has captured Taz as his main attraction. Not one to allow himself to
be caged for long, Taz breaks out and wreaks havoc on the theme park.
Yosemite has put up wanted posters all over the park and environs in an
attempt to hunt him down. Like an old west outlaw, you want to get rid
of all the wanted posters as soon as you get to town.
Taz: Wanted
is a standard platformer with all of the expected conventions. Instead
of collecting stars or coins in each level, Taz munches on floating
sandwiches to unlock bonus games, and youre rewarded for smashing as
many smashable objects as possible on each level. In an effort to build
a little replay value into the title, there are some mini games and a
multi-player level. While I applaud the inclusion of a multi-player
level in this game, it feels more like an afterthought than in a game
like
Bomberman Generations.
As a
platformer, Taz is not a horrible game, but it comes in the wake of
Mario Sunshine. I know
that I should judge a game based on its own merits rather than hold it
up against others, but I just cant help myself. Tazs range of actions
and movement are limited at best. Jump, spin, burp and spit. You also
have the ability to wear Taz disguises which add a little bit of variety
to the gameplay, but not enough to warrant a strong recommendation. The
controls in the game are more than adequate. I didnt really detect any
moments of unresponsiveness or lag. After the short training modules at
the beginning of the game, youll be belching in no time.
The cel
shading is adequate, but not spectacular. This is a game that might have
been pulled off on the Psone or N64. I generally love cell shading, but
in the post Jet Set Radio Future world, it sometimes comes off as almost
lazy rather than innovative. Cell shading doesnt beg for accurate
lighting effects, or careful attention to color and design. Its blocky
by nature, which can be a good thing at times, but sometimes, like in
this game, it can just be blasé.
When I look
at the seemingly endless hours of gameplay promised by a game like Mario
Sunshine, I have a hard time recommending a game thats replay value is
so limited. This is not a game that youll keep going back to again and
again once youve completed it.
I have a
fond place in my heart for the Loony Tunes characters. They are cartoons
that grew up with me. Unlike He-Man, GI Joe, or the Transformers, I
never outgrew Bugs or Daffy. It felt like every time I watched them, I
discovered something new. With such rich source material, I would have
hoped that a little more time and care would have been placed into a
franchise that has given me so much. I thought I liked Taz more than I
did. His utter one dimensionality makes Carl on the Simpsons seem like a
fully fleshed out character (but then again, I think Carls the
greatest).
The
technology is there. Videogames are at a point where they have the
potential to move, involve, provoke thought, and excite us in all the
same ways that movies do. In fact, because of the interactivity inherent
in games, they can move us more. Im not willing to settle for games
that use out dated models to appeal to the masses. Asteroids was a great
game in much the same way that films of the penny arcade era were great
films. Space Invaders was a necessary first step; its not the
destination. We need to get beyond the superficial aspects of the games
and get into the heart of storytelling and the potential of
interactivity. Until we do, videogames will continue to have even less
respect than prime time sit-coms.
Taz is available on the Gamecube and X-Box, and there is no
discernable difference between its two incarnations. As I mentioned,
this is a game that could have been pulled off on systems with much less
computing power and probably would have been more satisfying on
platforms where our expectations were inherently lower.