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Review: Eets: Chowdown

A double bill last week saw two original titles grace the Arcade. Pinball FX was pretty obvious as to what it entailed, but no-one was really sure about Eets: Chowdown. Is the game a nice surprise on the Arcade, or is it simply as bad as some of the retro titles?

The game follows a similar sort of path to Lemmings, whereby the character (Eets) must be guided to a puzzle piece which signifies the end of the level. On the way there are obstacles, traps, exploding things and the like which should all be avoided or, if you are clever enough, can be used to your advantage. However, the environment has to be prepared in advance, because once Eets starts walking, no more interaction is allowed between player and environment with regards to the movement of objects, unless the map is reset. If a particular item isn’t placed in the right place, the level has to be reset so one adjustment can be made. If Eets has to go through a lot of other things before reaching the item that needs to be adjusted, it can be a very annoying wait. As frustrating as this may seem, the game mechanics require it so that objects cannot be swiftly moved from one location to the next whilst Eets continues to walk.

Thankfully the game can be sped up though. Assigned to the Left Trigger, the game can be played in one of three speeds. 1 speed bar makes the game look as though it is lagging, and really not enjoyable at all. 2 bars is the normal speed which the game will probably be played in for most of the time, and 3 bars is super quick for when you get pissed off with the level. With over 100 levels at Eets’ mercy, it’s likely that all three speeds will be used at least once, because some levels can require precision.

At the beginning of each level, the game gives a certain amount of items to the player and they are stored in a box . The level gives you only the items that will be needed, and chances are that most of them will be used. However, not all of the items need necessarily be used, but it makes the level that much harder. But if Achievements are your thing, at some point items will have to left in the box. The items themselves range from changing the mood of Eets to propelling Eets across the level.

Eets has three moods. If Eets is scared, he won’t jump off the edge of the ground, instead turning round and walking back the other way. If Eets is happy, he will jump from surface to surface every time he reaches the edge. When Eets becomes angry, he will jump further than when in the state of happy, so he can reach further that way. The moods can be changed with marshmallow items that come in three different flavours: one for each mood. Other items that are usable can also affect the mood of Eets. For example, there is a choco cloud that can be placed up high, which can be used as a ledge for jumping on or, by adding a small attachment to the cloud, can shoot chocolate towards the ground. If three pieces hit Eets, he becomes angry. If he eats three pieces, he will become happy. It’s up to you to decide what mood is right for each level, and when that mood should be changed.

Or at least, it should be. However, this game has a very annoying option in the START menu. There is an option to show the player exactly where things should be placed and how each item should be controlled, and this exists for every level. Not only that, but after the demonstration finishes, it actually leaves the items in the correct place, meaning all the player has to do is get the action going and remember what needs to be pressed. To compound it even more, Achievements are still attainable, so no-one need play this game with skill. The problem is, whilst walkthroughs for any game are readily available on the internet, this option is immediately introduced to the the player without any work required, so once the feature is known about, it could be used more often than planned, spoiling the game and the challenge it presents.

Eets has some great visuals to look at. Bearing in mind this is an Arcade game, the HD cartoony look works well here. It gives the marshmallow items character and Eets looks amusing going through the different moods. The sound isn’t so great; it’s basic in comparison to other games in the field, and that area has definitely been overlooked.

The game suffers more problems too. There are six worlds to play through, but once you reach the 40th level or so, the game becomes a bit samey. ‘Been here, done that’ is a feeling likely to set in, and despite the harder challenges the latter levels set, the levels don’t mix it up enough to make the game feel more enjoyable the more you progress. The magic option to reveal the solution to the level will become gradually more used as the levels go on.

Thank the High Heavens that there is an extra mode then. Marsho Madness is an add-on to the main single player game that can be played with up to four people. Not over Xbox Live though, so three other friends will have to come round if the full extent of the mode is to be discovered. The game sees a lot of bad guys floating towards the player, with button pictures above their head. You won’t need anything more than the face buttons, but that isn’t to say the game is easy. As the game breaks the player in, it will slowly increase the objects in the field, some which will require three button presses as opposed to the two that the game starts at. There is little point to the mode other than to test yourself, or to get a higher rating on the Leaderboard. There is no doubt though that this extra game should have had Live play to get the full enjoyment. Despite that, Marsho Madness will probably see more time than the single player, since it is more enjoyably challenging. If the game were to include Live multiplayer and perhaps more variety of enemies, the game could have been released as a separate Arcade title which would have had people at least interested in it.


The craziness that is Marsho Madness

The game is a mixed bag overall. Initially it will seem excellent; puzzles are fun and challenging, the graphics look nice and it seems quite thought provoking. Discover the solution in the START menu and it begins to change, because lingering in the subconscious is the thought that this puzzle can be easily solved. Marsho Madness does a good job at extending the game’s life, but without Live play it’s not what it could and should have been. The game is fun for a time, but it is unlikely to captivate anyone for the whole 123 levels.

Final Score: 6 out of 10 - Average (How do we rate games?)

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4 comments on 'Review: Eets: Chowdown'

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Comment by mass9 on 2007-05-02 05:22:10 | Reply

nice review ross.

the ’same-old same-old’ you refer to is exactly what I thought half way through a 2nd time through the demo.

glad I didn’t buy this one.
that being said, its nice to see some original titles on arcade.

Comment by SneakySnake on 2007-05-02 07:19:52 | Reply

cant wait for catan tommorow. only 2 more hours till wednesday for me. do they come out right at 12:01 or something around there or is it not till 9am or something?

Comment by MartyMoose on 2007-05-02 07:38:45 | Reply

5:30 and 6:00 am here in ohio

Comment by x El Scorpio x on 2007-05-02 12:05:19 | Reply

only a 6? most reviewers gave it around 7-8 but I thought it was okay

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