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Gibbage |
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Developer: Zombie Cow Publisher: Zombie Cow Genre: Action > General Released: Apr 09, 2006 Players: 2 |
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Picture Lode Runner, Mega Man, Super Metroid (from the snes), Lemmings, and
Team 17's original Worms, and tossing them into a blender; the smooth mixture of
the fore-mentioned content would equal Dan Marshall’s two year project, Gibbage.
After starting this game up and sitting through the loading screen, I had no
idea what to expect. When the gibbage title screen came up in its animated way,
with the theme song blaring in an all-out manner of self-important jolly, I
laughed. I laughed in a good way, of course. Gibbage is a game that takes wacky
mannerisms related to thematic circumstances, and tosses them into this
deathmatch fray of cartoonish visuals and over-the-top weaponry.
The first five minutes were a bit confusing because I thought I could skip the
tutorial. Yet unlike other games, the tutorial in Gibbage is actually quite
enlightening. Simply, the tutorial explains how to play the game, and how to
play the game effectively. Now, even though the tutorial takes less than three
minutes to explain itself, there’s hours upon hours of content in this game.
First, let me run you through the basics of how the game is played:
First a couple of teams need to be created so they can be assigned to either
player one or player two. Once a stage is selected and the game is started, it’s
time to duke it out on the battle field against another player or against the
CPU. More stages can be unlocked as you complete them. Instead of this just
being a deathmatch, though, players must defeat their opponent by obtaining
power-cubes. You can still defeat your opponents by simply shooting them till
their gib litters the entire play area. However, attaining power-cubes that fall
from the sky onto random parts of the arena is the best way to defeat opponents.
Preventing foes from picking up and taking the power-cubes back to their base
usually works better than trying to frag them into defeat. The real gimmick, is
that once you lose power, you lose. The power bar is constantly counting down,
and that’s why players must bring back power-cubes to keep their power-station
activated.
There’s
27 battle arenas, each with their own dynamic look, and some, featuring deadly
hazards. The arenas play a big role in making or breaking your success in a
duel. From battling on fast moving trains, to trading gunfire over hazardous
lava pits, this game marks a milestone on arena features. Players will also
traverse the likes of mine-fields, where every step could set off the land
mines. There’s an ice cavern with dangerously icy platforms. Jungles are
present, with monkeys that hop down and grab up power-cubes. In one stage,
natives will nab up items if they get too close. Gas pits, and space stations
are also part of the mix. The space station’s force fields and low gravity
change a lot of how the duel will pan out. A really neat stage was a dance club
where the dueling clones could use the party-goers as human shields. Running and
sliding on the floor like in a John Woo film and shooting in the crowded club
was tons of fun.
The weapons and power-ups also play a large part in Dan Marshall’s, Gibbage:
Laser zappers, plasma rifles, homing missiles, step-mines, and rapid fire
machine guns are among the discoverable weapons. Other power-ups include
bullet-time, a feature that slows your opponent so they move as if they’re in
bullet-time. There was also the dispersal of your opponent’s arms. It’s as
insane as it seems. Literally, the power-up takes their arms away, and they
can’t shoot or pick things up. Another power-up included magnetic charges that
sucked power-cubes closer to the player, and there was also a 1-hit kill
special. Among the power-ups, weapons, and stage hazards, players can also
execute various jumping, sliding, and dodging techniques to help avoid an
otherwise immediate death.
Graphics:
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At first, I wasn’t sure what to make of the game graphically. But after
experiencing more of the battle arenas, seeing the power-ups in action, and
tossing a couple of mines around, I realized exactly how the game was being
presented. For those of you out there who ever played Epic’s Jetpack games, you
might have an idea of how this game might look. Only, Gibbage is done in a much
bigger way; more animations, explosions, and action litter the screen. The
cartoon backgrounds and rich colors paid off well for this game.
Sound: ![]()
The audio aspects of Gibbage are probably one of the most impressive elements of
the game. The music is exceptionally well composed. The fast-paced and hard
hitting soundtrack was done in a way to keep the action on-screen well
motivated. The theme song is great and the rest of the soundtrack comes off with
superb professionalism. The gun sounds, the power-up effects, and even the arena
audio is well placed and adds to the pulse-pounding action.
Gameplay:
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Running from one end of an arena to the other while the ground explodes, rock
music is blaring, and your opponent is helpless with no arms, is nothing short
of exhilarating. The inclusion of unforeseen obstacles like exploding barrels or
monkeys who snag power-cubes only adds to the fray. The later stages really get
wild and will be sure to keep duels against humans or the CPU, exciting and fun.
Concept:
Loderunner and Megman: The Power Battles might come to mind based on the
description of this game. However, this game is neither of those games. The
one-on-one bouts don’t pit players against anyone else, except for maybe the
stage related hazards. There are no puzzle elements involved, other than running
around and collecting power-cubes. That’s not to mention, the massive amounts of
gib that litters the arenas. I can only imagine that the name was coined from
the massive Gibbage that dynamically spills across the arenas. In various arenas
with altered physics, the gib rolls, splats, and spews accordingly. It’s real
nice.
Value:
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Whether it’s replay or price, this game falls into a category that very few
other games dare to follow. Why? I don’t know. But Dan Marshall’s Gibbage is a
relentless take on dueling death matching with a great sense of what makes
battling a friend, fun.
Recommendation:
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If any of the previous reasons don’t incline you to want this game, I can’t
imagine what would. For quick duels and fast-paced action, gibbage is a game
that’ll occupy many of your waking hours.
Posted: Tuesday July 04, 2006


















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