REVIEW – Regular Show: Mordecai & Rigby in 8-Bit Land (3DS)

Game review by Jeremy Hardin.

Game – Regular Show: Mordecai & Rigby in 8-Bit Land
Platform – 3DS
Rating – E for Everyone
Obtained – Review Code courtesy of D3 Publisher

 

Having played some of the great games that WayForward has put out over the past couple years, I was optimistic when I heard they were working on Regular Show: Mordecai and Rigby In 8-bit Land for the 3DS.  So how did Mordecai and Rigby do in 8-bit land? You might be surprised.

In the opening scene, Mordecai and Rigby find a mysterious package on their front porch. Upon opening it, they discover a brand new gaming console which they gladly ditch lawn mowing to play. Unfortunately for these two, this console sucks them both into 8-bit Land, where they have to fight their way out. Boasting three styles of play, 8-bit Land has players facing off against enemies and obstacles in levels made up of platforming, horizontal shooting, and top-down shooting. The first level you encounter is platforming. At the the push of a button, players can switch between the two titular characters, each with their own unique ability. Mordecai can perform a double-jump, which allows him to land on hard-to-reach places. Rigby can run on all fours, allowing to him access tight passageways. Controlling both characters does feel a bit loose, but other than that, the controls work fine. The biggest issue is the hit-detection, which is very precise. You must jump on a creature’s head in the exact spot needed, or else you take a hit. It is this precision that caused me ample amounts of frustration. I had to continuously retry levels, either from the beginning, or the last checkpoint. Even with this annoyance, I still enjoyed the first world, which intrigued me for what World 2 would hold.

Unfortunately, World 2 held nothing more than uninteresting gameplay in the form of a horizontal shooter, and it lacked any amount of fun. You control Mordecai, who turns into a ship, as you free-roam across the screen, taking out enemies and avoiding projectiles. Controlling the ship is a hassle, as the movements feel loose and delayed, making for a mildly challenging exercise in avoiding enemy fire.

World 3 does not fare much better, as you control Rigby in some top-down shooting action. Whenever Rigby reaches a certain section (grey walls) of the level, you need to press a button to grab onto the wall, which allows Ribgy to move and attack from a top-down position. These sections are limited and, as in the previous worlds, a bit repetitive, but I did end up enjoying these sections the most.

In the fourth and final World, players will encounter levels with combined gameplay from the previous 3 worlds. Due to the combined gameplay, you won’t spend as much time in each type, which makes this world more bearable.  Overall, the levels are bland, and the gameplay is uninspiring.

While the gameplay and controls suffer from some flaws, the visuals and audio are where the game has some merit. Graphics are meant to remind you of 8-bit days, but really look more like 16-bit in presentation. The worlds have unique themes, and the character animations are done well. The soundtrack is definitely a high point, as it was created by none other than, Jake ‘Virt’ Kaufman, who does quite a bit of audio work for WayForward. These tracks are energetic and will keep your feet stamping and fists pumping until the credits roll.

I had high hopes for Regular Show: Mordecai and Rigby In 8-Bit Land, especially considering the stellar company who created it. Unfortunately, the repetitive and uninspiring gameplay, unforgiving hit-detection, and overall lack of fun quite successfully dashed my hopes. If you are a fan of the show, perhaps this game is for you. For everyone else, I would check out some gameplay footage before getting sucked into 8-bit Land.

 

 

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Final Score: 3 out of 10

 

+ Graphics/Visuals
+ Good soundtrack

- Generic stages
– Hit detection
– Boring levels

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About the author:

Jeremy’s love of gaming, especially Nintendo started in the late 80’s when his parents bought him and his older brother an NES. Many hours were spent playing Mario and Duck Hunt. Eventually Jeremy graduated to bigger and better games and systems, like the SNES, GC, Wii, 3DS, and finally to the Wii U. Ask him what the defining moment of his childhood gaming was and he’ll answer, “the day I beat Zelda 2.” To this day that game holds a special place in his heart. His favorite types of games are platformers.

Jeremy started blogging for NintendoFuse in October 2010. He started off as a lurker on the forums who won a free copy of And Yet It Moves on WiiWare. From there he realized he liked the forums and the site and wanted to remain a part of it. He was brought on board shortly thereafter and has helped post news and reviews for the past couple of years. Currently Jeremy has taken a step back to focus on family and school. He assists in minor back-end site maintenance from time to time.

Jeremy – who has written posts on NintendoFuse.


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