|System: Wii, DS||Review Rating Legend|
|Dev: Ubisoft Casablanca||1.0 - 1.9 = Avoid||4.0 - 4.4 = Great|
|Pub: Ubisoft||2.0 - 2.4 = Poor||4.5 - 4.9 = Must Buy|
|Release: Nov. 3, 2009||2.5 - 2.9 = Average||5.0 = The Best|
|Players: 1-2||3.0 - 3.4 = Fair|
|ESRB Rating: Everyone||3.5 - 3.9 = Good|
by Adam Brown
With the release of Rabbids Go Home, I can't help but imagine that in some dark corner of the world Rayman is currently crying himself to sleep in an alley next to an empty bottle of Scotch while mumbling "But I made you!" When the Wii was launched nearly three years ago, Rayman was a well known character who helped to make Rayman Raving Rabbids as successful as it was. But sadly, with each sequel to the game, Rayman has become a smaller and smaller component of it, and he has now completely faded away in favor of a Rabbids-only game. But unfortunately for Rayman, I honestly have to say that this is my favorite game in the Rabbids series.
The story for the game is about as absurd as you would expect, since it reflects the foolish thought process of the incredibly quirky Rabbids. An opening cinematic, which looks somewhat like paper cutouts moving about, shows a Rabbid getting "tickled" by the electricity in a street light. He and his fellow Rabbids quickly turn getting shocked by street lights into a pastime but inevitably long for more. Looking up at the moon, the Rabbids decide that the glowing orb must be a gigantic street light that they could live on. Of course, being the dim-wits they are, the Rabbids all decide to build a massive pile of garbage that they could ultimately use to climb to the moon.
Unlike the previous Rabbids games, your goal isn't attained by simply completing a series of random mini-games or even through action-adventure hijinks like in the Wii version of Rabbids Go Home. Instead, players must collect garbage by solving a lengthy series of Rube Goldberg-styled puzzles. In the story mode, players will need to make their way through five different levels consisting of two required zones, with a third optional one that can be unlocked, each zone being made up of ten puzzles apiece. Even with many of these puzzles taking between thirty seconds to two minutes to complete, the one hundred and fifty possible story mode puzzles still provide a pretty extensive play experience.
Each puzzle in the story mode starts off with a Rabbid in a shopping cart and ends at a toilet. In between the Rabbid and the toilet, which is his desired destination, are a series of traps, devices, Rabbids, enemies, and garbage pieces. Since the Rabbids are trying to build a garbage heap tall enough to touch the moon, the main goal of each puzzle is to collect as many pieces of garbage, preferably all, as your cart-riding Rabbid makes his way through the level before finishing at the toilet. It's a simple enough concept, but because of the diversity of all the items, traps, and puzzles you'll come across, it continues to feel fresh and remains challenging.
To solve these puzzles you are given access to items that can be placed in the world, which are different for each puzzle, in order to either help your Rabbid make it to the finish or to help direct the garbage to your Rabbid. For example, you may need to place a series of ramps to complete a runway for your cart while also placing a Rabbid next to some garbage so that he'll push it off of an unreachable ledge into your path. This is an incredibly basic example, though, because the scope of these puzzles actually ramps up fairly quickly.
As you continue to progress through the game you're given access to more and more items to help you complete increasingly more complex puzzles. Each new item is introduced by a brief cinematic before the level in which you'll need it that shows exactly how it can be used. Since this is a Rabbids game and they're known for being strange, these aren't always straightforward items that you'll be using. Some examples of this are spring-loaded punching gloves that'll send your cart flying, gas tanks that Rabbids use to inflate and float around the level, televisions that can be used to distract Rabbids, and Chihuahuas that'll hop into your cart to add momentum. Rabbids Go Home is really host to an eclectic array of items that are as useful as they are fun to watch in action.