The first of these is that Pac-Man World uses a lives system and the shit you collected is not saved if you get a game over or if you reach the exit. This would not be a problem all on its own if it were not for a few things. This means that a single level will often take anywhere from ten to twenty minutes to complete. The first of many problems is that you often need to backtrack through levels in order to find these doors which only serves to pad out the length of the levels. ![]() Rather than create levels that offered interesting puzzles or challenges, most are based around needing to find hidden fruit or hit switches to collect fruit from treasure chests in order to unlock doors. Unlike the 2D sidescrollers that everyone likes, the level design throughout most of Pac-Man World is dull and unengaging. Gameplay is designed more like your typical sidescroller rather than an open ended 3D platformer and is thus very linear. You then need to go through 6 worlds to rescue them, each with either two or three levels and a boss. Story wise there is nothing more than an excuse plot where Pac-Man’s family has been captured by Toc-Man, an evil mechanical version of Pac-Man that I have no idea where he originates. Of course the actual fight is even worse but I will get to that later because the controls are the least of this game’s problem. This naturally results in some wonky controls that will always kill you on the first attempt. You see those turns? Yeah, you are making those with a D pad and without control of the camera. Just… I don’t know how to describe it so I’ll post a link to a video of the fight for reference. The first phase of the horrifically designed Anubis Rex boss battle for instance. This usually isn’t a problem in game, but there are some points that were not made for a D-pad. that’s pretty stupid… Okay technically it does but it’s still limited to eight directions because the game was supposedly designed (albeit poorly) with the D pad in mind. ![]() What’s that? Pac-Man World was released in 1999, a whole two years after Sony created the first dual analog controller? Well uhh…. Another thing that it has in common with the first Crash Bandicoot is that you cannot use the analog stick to move, which is to be expected as both were released early in the PS1’s life cycle. It is thus important to note that it isn’t an open ended platformer like Super Mario 64 or Banjo-Kazooie. Levels were largely linear and the game functioned as a pseudo 3D platformer similar to that of Crash Bandicoot only you are going from left to right instead of from backwards to forwards. Within the last few months I started it up again for no real reason other than that my PS3 happened to be set up and I had it there, and I figured I likely wouldn’t play it any other time so I should do so now.Īt first the game seemed to have a solid foundation. It seemed alright enough but didn’t interest me enough to keep me playing. ![]() ![]() I initially bought it during a PSN sale in 2016 along with Heavenly Guardian, but I barely played it. I am quite fond of 3D platformers contrary to what those who think I only play RPGs and visual novels believe, so I thought I may enjoy this game. One of the most iconic video games of all time that even your grandparents recognize has not been relevant in how many years? Aside from the arcade games, the only games I have seen that are remotely well received have been the Pac-Man World trilogy of 3D platformers. Few gaming icons have had quite a fall from grace as much as Pac-Man.
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