

Not to mention the bobbing chess rook who turns into a turret when you stand still, or the little lizard who can use its tongue as a grappling hook, or the marching band boy with a drum goofily strapped to his back. One moment you're controlling a muscular wolf with a spin attack, the next moment you've transformed into a spider who can skitter up any webbed wall. Your character can equip dozens of different costumes, each conferring a different (though not unique, as there are overlaps) set of abilities, requiring a different range of animations for running, jumping, and whatever else they can do. Perhaps the core design of Balan Wonderworld was asking too much. To put it kindly, mistiming or failing to land a jump doesn't always feel like it's your own fault.

Jumping and judging distance feels sloppy and imprecise, mostly thanks to a stickiness of movement but also because, from time to time, the useful ground shadows cast by yourself and other objects will simply disappear. Your character will float slightly above the ground even when standing on a flat surface. There's a weird dissonance in the way it feels like you're moving too slowly while the choppiness of the simplistic animation gives the illusion of moving too quickly. The clumsy controls and character movement are the most persistent problem. Now Playing: Balan's Wonderworld Reveal Trailer | Square Enix Presents 2021 By clicking 'enter', you agree to GameSpot's
