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 Home -> Reviews -> Fur Fighters
Fur Fighters By John "Award" Del Percio, May 01, 2001
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Developer :Bizarre Creations
Publisher :Acclaim
Release Date :January 2001
Demo Available : Yes - Download
Table of Contents

· Introduction
· Closer Look
· Facts
· Final

Warm Fuzzies, Cold Steel

I really didn't know what to expect when I started the game. I knew it would be a platform game about stuffed animals, as unlikely as that sounds, but I had some mixed ideas. Possibly the most important difference of note between the console platform and the PC platform lies in it's community. If you look at the Fur Fighters jewel case sleeve for Dreamcast, It has a cartoon-like picture of the animals in action positions. On the other hand, the PC box front shows a teddy bear blown apart with fluff hanging out. This is the sort of thing to give the kiddies nightmares!

I was actually amazed when I fired up the game. Despite the "cute factor" of the game, and the fact that it features animals, don't be fooled. This is one seriously designed game. It takes full advantage of hardware T&L and EAX, Aureal, and DirectSound3D positional audio. In fact, the engine is strikingly similar to that of Quake III Arena, and has better water and reflection effects too! Atop that, there is a graphics feature that I have not seen previously. You have the option to play the game in widescreen "letterbox" format. This gives you a much broader view of your environment than a full-screen game.

To further my astonishment, it was a far more entailed game than I had imagined. It's not just a pure platform jumper game. It combines a Mario64 style of adventure/platform with a First Person Shooter like Quake. I found myself circle-strafing my enemies, and blasting rockets into a room full of bears (the nefarious, yet mindless villains in the game, all working for the evil cats). It felt like the Grisly Grotto (a map in Quake) all over again. With all of these features, the end result reminded me quite a bit of MDK2. It even had the same look, feel, style, and off-beat humor.

The campaign structure is rather typical of a game of this genre. There is a central hub which you return to to enter the next area. There are several areas to the game, with a completely different environment and completely designed "buildings" with unique and expansive puzzles in each. A good example of a puzzle is, in the first area, "New Quack City" (a rather hilarious New York parody area) there is a room in the "Quack Trade Center" in which you must find a way to reach the top of a ventilation shaft inside the pool room. The answers to these puzzles are usually extremely creative, and they tend to be vividly remembered for a long time to come.

One other feature that is worth a mention is the multiplayer Fluff Match. It's like a Death Match in a typical First Person Shooter, and operates similarly. This is a really cool feature for hardcore gamers, but I think the ability to plug into Gamespy or something would have made it even cooler (If it is supported under Gamespy, flame me <g>.)

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