Move Over Mario
I recently went to San Francisco press event where select members of the media got to try out a near-final build of Bubsy 3D, one of the most anticipated games in recent memory. The event took place in a dark warehouse where there was the smell of iron and passed out prostitutes on the floor, drowning in their own waste. It created an ambiance that clashed with the cute, cartoon visuals and appearance of Bubsy 3D. Something tells me that that was intentional, as Bubsy 3D itself is a testament to video games being art. It seems to me that the statement the event holder was saying was that even in the darkest, most depressing of areas, happiness (Bubsy 3D in this case) can prosper. And boy, did it prosper with my time with the demo!
So far, in the near-final build I played, Bubsy as an avatar controls incredibly tightly. Bubsy can turn on a dime, move in a seemingly unlimited amount of directions, and can even jump! The latter helps in reaching higher areas and platforms that Busby otherwise wouldn't be able to reach.
|Bubsy 3D features a world that will have you always|
wondering what's over that hill, even after getting over it!
|Bubsy's back, and this time it's personal!|
|Creativity like making the pause menu say "Paws" is just another|
in the ingenious line of development decisions in Bubsy 3D.
|Continue or quit? Do you even have to ask!?|