Tak and the Power of Juju


posted 12/10/2003 by Ben Zackheim
other articles by Ben Zackheim
One Page Platforms: PS2
Developed by Nick Games and Helixe, Tak and the Power of Juju is a side scroller with good production value that ends up being lost in the repetitive trap of so many current side scrollers. Similar to the Ecks vs. Sever license, the world of Tak is starting out as a game but there are plans for a Nick cartoon. Like the Rayman series before it, Tak takes full advantage of the graphics capabilities of the Gameboy Advanced hardware. Beautiful palettes and fluid animations cover the screen . The lush backgrounds that make Rayman such a joy are similarly rich in Tak. If only the same focus went into making the game play like Rayman 3.

The controls of the game are simple enough with the A and B buttons being jump and attack and the thumbpad moving the little guy around the screen. You move Tak around 8 worlds (and over 35 levels) in search of stolen magical moonstones and fellow villagers who have been turned into sheep by the evil Tlaloc -- a miffed shaman who is out for revenge against the village that rejected him.

Pretty, and pretty boring…

Armed with your blow gun, the ability to mind-meld with animals and a chicken suit that shoots exploding eggs (a dream of mine to be frank) everything would seem to be there for a fun romp. The gameplay itself can’t really be faulted for anything in particular. It’s the overall package I have a problem with. It feels messy and slapped together. For instance, you need to save sheep throughout the game but you don’t need to save all of them. In fact, you can get through the levels without saving a single one! Kind of makes you wonder why you should save any of them at all. Another example is swinging from vine to vine. This is a common move in games like this but I’ve never seen it done so poorly. It’s just tough to do and that can be frustrating when you’re in the middle of a puzzle.

There are a number of weapons and power-ups that allow you to do genuinely fun things like the pole vault and the palm tree catapult. But the fun simply doesn’t materialize in the game as a whole. Perhaps it’s the old routine of getting from one side of a level to another through jumping puzzles, power-ups and miscellaneous baddies; but after around 30 minutes of play I had to force myself to go on. The levels can be quite large, which once again, should be a plus but doesn’t pay off in this case. They’re filled with bushes that attack you but it’s really hard to tell which ones are part of the scenery and which ones are threats. The weapons might sound cool but are missing that cool-factor and aren’t well-balanced. The blow-gun is more like a pea shooter and the club doesn’t have the feeling of real impact when you use it (maybe because the license is for kiddies?) But worst of all, you can go through a lot of the game by only using a couple of weapons -- so the variety of weapons might be there but the level design to use all of them is missing.
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