Got news?   tips@destructoid.com  |  Never miss a story:   RSS + Twitter + YouTube
Hey! New here? Destructoid is a gaming discussion community, updated nearly every 20 minutes. Make a quick avatar to comment and enter our contests. Take the tour!

 


Home Events updates

EIEIO 2007: Hands-on with Hail to the Chimp

4:42 AM on 07.13.2007, Fronz 10 comments

EIEIO 2007: Hands-on with Hail to the Chimp photo
     Events
Today I got to join the cocky Haley and Hamsa at the Hotel California for a few rounds of Hail to the Chimp multiplayer on the Xbox 360. If you haven’t heard about this political petting zoo party game yet, the premise is simple: the lion is no longer the king of the animal world, leaving all the other species fighting for his throne. Wideload Games narrowed down the list of contenders to just ten fighters, although they said a sequel is possible if it gains enough popularity. It’s currently scheduled for a 360 and PS3 release in March, and with cel-shaded graphics and simple controls, it didn’t look far from finished already.

With ten characters to choose from and ten levels to play on, we played through a three round match that gave us a taste of a few different battle modes. The goal of the game is to gather the most clams, which represent democratic votes in the animal kingdom. In between each of the rounds this theme is held together by an animal television network that reports each player’s progress with Pixar-esque layered kiddy jokes tucked into its dialogue. I loved the style and setup, but its gameplay is what had me worried. Hit the jump for the round by round multiplayer walkthrough and full online details.

Super Smash Bros. has been a dominant fighting series on the past few Nintendo consoles, and Hail to the Chimp is the first game on other consoles that compares to the upcoming Melee game in my eyes, although it comes with a catch. I’ve grown to love Smash Bros.’s fixed side-screen camera angle, and Wideload Games decided to change things up by shifting the fixed camera to a third person point of view. This opens a wide variety of new combat possibilities, although it also shrinks all the action and chaos on the screen dramatically, making the payoff of your combos less pleasing to watch. More on this later.

The first round was as simple as scrambling to collect the most clams in a certain time limit, while also avoiding the hazards on the factory floor in the center of the screen where the most clams spawn. Grabbing up the seafood votes isn’t enough to win though, you’ve also got to take them back to your drop station in one corner of the screen to unload the political points. Things get more interesting when the drop zones in the four designated player drop zones start to alternate to different corners of the screen. This is when the fighting starts to break out as paths cross, making combo use more important for moving around the screen successfully.

Each of the ten characters has its own unique combined attack move it can perform with another player. Instead of just attacking an opponent, Hail to the Chimp’s true strategy comes from these temporary double teaming rampages. My octopus that normally dealt small tentacle jabs could now hold hands with an opponent hippo to stretch my arms across the entire screen as a massive clothesline that toppled each of the other players in its path. However, to commit to a short-lived combo attack requires two different players to run up to one another and both hit the combo button instead of their normal attacking move. Trust is a hard thing to rely on in such a competitive game.

Half way through round one we’d shout out to others to team up with us to take down the leader of the match, but we ran the risk of having them betray us by attacking us while our guard was down. Furthermore, you can’t choose who to team up with – it’s whoever is next to you pressing the combo button. So by the end of round one we’d have two players try to team up on one person, who would run towards the danger instead of away, and then be able to reach one of the combo pressers before the other, thus stealing the triggered partnership and pivoting the pain to an surprised victim.

It was fun to explore what each player pair’s combo in the game was, and trying out all the different strategies involved with these teams definitely made gameplay more involved and reduced the amount of button mashing. Unfortunately, it also limited the pacing on certain levels that were more bare than others, with everyone repeatedly rushing towards each other, and then running away in fear after a combo was initiated. And when the combos were flying in all directions and the excitement peaked . . . you couldn’t really notice by looking at the screen.

Adding more particle effects and emphasis on animations wouldn’t solve the problem either – it’s the third person view that’s so damn limited to the game’s energy, making it feel like a game of fighting ants on screen at times. Not even God of War would be fun if Kratos was only a half inch blob on the screen across the room from you. So in this sense, its perspective allows for some really engaging battle strategies, but also hinders its desired effect to a degree.

The second round was even more competitive as the new battle mode had us racing to reach a certain number of clams before our opponents, and the third round introduced even more environmental hazards and teleport caves. This created hotspots on the map for you to create danger, then jump out of harm’s way through a cave, which forces another player to switch places with you. Just as in Smash Bros., the battle mode didn’t seem to dictate the amount of fun as much as the complexity of a level did. The more danger, the better.

To make multiplayer more entertaining, you can also save up additional clams to buy clothes for your characters online to customize your appearance. And if you’ve got no friends to play with then you can also play with one to three CPU players to practice or unlock more characters and levels in the career mode. Playing for more clothes instead of more trophies as in Smash Bros. is more exciting, but with only ten characters and ten levels to choose from, Hail to the Chimp can’t compete with Melee, although it’s definitely a great substitute to look into if you’ve got a 360 or PS3 and don’t on a Wii.


LAUNCH GALLERY (13 IMAGES)
Photo Photo Photo Photo Photo Photo Photo Photo Photo Photo Photo Photo Photo
 

Next page: More Xbox 360 stories




Justice's Avatar
Justice at 07/13/2007 05:01
lol @ zaqu
bleep's Avatar
bleep at 07/13/2007 05:14
I like the estetic that that is game seems to have but I can see how the third person POV might get annoying at times...


Mxyzptlk's Avatar
Mxyzptlk at 07/13/2007 05:30
I remember hearing them say this was coming to Wii months ago, guess that's not happening any more. Looks like a fun party game.
Fronz's Avatar
Fronz at 07/13/2007 06:41
oops, i didn't even notice the change on my laptop -- thanks!
psybunny's Avatar
psybunny at 07/13/2007 09:50
is it me or does game cock seem like more HYPE than substance?
GuitarAtomik's Avatar
GuitarAtomik at 07/13/2007 10:05
The generic-ness of this game bothers me but I'll give it a try if they put out a demo. The customizable character thing sounds cool though since that's one of the things that bothered me. What kind of clothes can you get exactly? Are we talking cool looking stuff or are we talking a wife beater and jeans for my hippo fighter?
Jordan Grim Devore's Avatar
Jordan Grim Devore at 07/13/2007 12:06
This will make for a great party game at my house.
prev next

Returning Dtoiders: login now to post a comment

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just Create an avatar now - it's fast and free: PLUS you also get your own gaming blog and begin posting stories and uploading videos in our open community area that may also appear on our home page. Sign up and we'll guide you through it, it's easy and 100% anonymous.




 Original Videos

 Reviews
Mad Dog McCree Gunslinger Pack
Overlord II
Yosumin Live!
Let's Tap
Ghostbusters: The Video Game (Wii)
View all Game Reviews

 Community blogs -   39713 Dtoiders!

This month's theme: Untapped Potential

New to Dtoid? Read the survival guide


 Originals

Retroforce Recap: so what about those dirty games, now?











more original Destructoid stories



 Popular now more













Destructoid is:
Nick Chester
Editor-in-Chief
Jim Sterling
Reviews Editor
Dale North
News Editor
Hamza Aziz
Community Manager
Anthony Burch
Features Editor
Rey Gutierrez
Video editor & director
Niero
Founder, publisher
Letters to the editors
tips@destructoid.com
Associate Editors
Ashley Davis Jonathan Holmes
Brad Nicholson Jonathan Ross
Brad Rice Jordan Devore
Chad Concelmo Matthew Razak
Colette Bennett Tom Fronczak
Conrad Zimmerman Topher Cantler
Dyson Samit Sarkar
Contributors
Adam Dork
Ben Perlee
Daniel Lingen
Joseph Leray
Joe Burling
Mikey
Will Maddock
Stella Wong




get involved

register or login
post a blog
post a forum
enter a contest
discuss a review
contribute a news tip
write a guest editorial
support

new member's guide
login assistance
tech support
report abuse
email our editors
read our dev blog
nuclear crisis?
keep in touch

RSS feed
Twitter
Facebook
Myspace
Flickr
Game nights
Meet-ups
seriously

about us
advertising
terms of use
privacy policy
jobs at MM
buy our crap
our network

Tomopop
Japanator




Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
living the dream since March 16, 2006