Tag Archives: Gurumin

Narrative Gurumin, Fire Parts and a Gas Mask

Everything I was experiencing was telling me to press on. Gurumin is heavy handed up front, teaching you abilities in a safe environment, NPC interaction steeped in late 90’s, early aughts art and dialogue layer on upbeat attitude and general warmth. 3 hours in I feel like I’ve been given some breathing room. I was worried, riding on encouragement from Bill Swartz himself (cool) and a few other sources that praised the game’s depth and general fun, and then it happened, I was putting a village back together.

 

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Took me forever to find this part of the game, happens in RPG’s sometimes. In short order, once I went through, Gurumin grew into something I could sink into.

 

Through a tunnel between two houses in the town is a door that leads to a hidden monster village in need. Tied to this hub like domicile collection are the levels you complete to progress, i.e., find lost monsters, couches, boomboxes. The flow is nice, between finding things in the town and unlocking new courses to master. It hit me how the dual existence works the first time I found one of the monsters in the goody shop stealing cookies, “getting fat.” They’ve always been there living with the people. There is a sense of place in that not all of the areas you unlock are full blown levels, but like side areas with secrets of their own. The first couple feel like there should be more to them though, maybe later, there is backtracking as you progress.

Backtracking sends you into the world further in search of a mole-brother to help get thru a thick wall. I realize I’m collecting characters, helping the mole-brother get where he is headed. Between interacting with these characters out in the wild and the monsters that are collecting back at the village, Gurumin feels very much under way, instead of being trapped in instruction-land where breakable walls are obvious and there are literal rails directing your path. Having gotten this far I equipped the gas mask past the huge stone (thanks to the mole-brother) to save me some HP. Contrasted against Parin’s otherwise cute stature, the gas mask adds a touch of terror, like a starving baby in a bird flu mask.

 

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I found the fire parts, paired with the gas mask, and Parin looks mean. My prejudices are making discovery more fun. 

 

I like Gurumin the more I play it. The comic-y art is growing on me, combat is more detailed than I thought. Its coming out on 3ds, hmm…

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Narrative Gurumin: A Fun House

I inch forward with this game. It’s fun while I’m playing it but I have to accept a few things about it. Some of the music is repetitive in a way I’m not into. This game isn’t going to challenge me in the way I’m used to. Giving it my attention is rewarding, it is fun, there are great moments. I know that if I would have found this game at the right time in my life it would be something I want to return to. Monster Party comes to mind so often that I just ordered it to play again. This game is quirky in the same way. Its memorable.

 

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(. . .) One of my favorite characters. The voice actors are great but I wish this was originally handled differently. All of the sounds, with the art and the voice acting give me that springy super charged energentic kids show feeling. Something I would want my daughter to play (She is).

I want to be able to sit down for a few hours with this game. Zelda games have that effect on me as well, like I have to commit to the world. I have to let myself believe its true, in a way.

Gurumin was suggested to me as an action platformer. As an action platformer it hits all the tic marks for something that could hold my interest. It’s something I wish I would have come across when I was young. As an adult the art and music don’t do it for me. Now that I’m through the beginning I expect the pace to pick up. I’m looking for a learning curve something like a Nintendo classic. 

For the most part that’s what I’m seeing. It’s a game that gives a lot up front in the tutorial-like beginning. I got the same encouragement from an NPC as I did from the publisher of the game. “Stick with it, it’s a deep game.” One of the most rewarding aspects of the game is that it respects your effort, storing up power in your weapon as you smash through enemies. I’m hoping the pace picks up a bit, cool as it was to go back through the beginning area as a now non-tutorial stage to clear. I want more and I’m confident Gurumin is going to deliver. 

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