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Wednesday May 25, 2005 12:54 pm
E3 2005: Chicken Little Impressions
I love platformers. In fact, if I had to choose one game type to play for the rest of my life it would be platformers. Because of all this love I have for platformers there is one thing I hate more then anything else, including Rockstars games, is a bad platformer. Most kiddie platformers, like Tak, are just bad. So bad that I have giving up all hope that there might ever will be a good children’s platformer. That all changed when I saw Chicken Little at E3 - find out why after the jump.
What I really liked about Chicken Little was the control and level design. The control was very tight and I never had to fight with the camera. The levels were large with multiple layers that where accessed by going by up and down poles with a yo-yo. I loved climbing up and down the poles, jumping from roof to roof and flying across the wires strung out at the top of the poles. Thanks to the tight controls, climbing up the poles was simple all you did was stand next the pole and press one button.
Like any platformer Chicken Little follows the same formula of wandering around collecting stuff and solving puzzles. The things you collect in Chicken Little are acorns and coins which are used to buy power ups. The acorns act as a guide to which paths you have taken in the game and where you should go, other then that they appear to serve no real purpose. One nice thing about Chicken Little is if you fall off a platform or die in combat you start off at that same spot rather than at a checkpoint. Being a game geared towards children, this is brilliant.
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