Tokyo Crash Mobs was developed in part by Mitchell
Corporation, the company responsible for the Magnetica games released on the DS
and WiiWare, and they share a lot of the same gameplay mechanics. The big
difference is instead of rolling colorful marbles at other colorful marbles,
you’re two young women throwing Japanese people in colorful suits at other
Japanese people in colorful suits to make chains and score points. Make sense?
The gameplay in Tokyo Crash Mobs is split into three
different gameplay types; Throwing, Rolling and Challenge battle stages. The
throwing stages are played as Grace and they’re really the major difference
from past Magnetica games, other than the crazy coat of paint, of course.
Instead of simply rolling balls at other balls, you actually physically throw
people at other people to break chains and score combos. The whole idea of each
of these stages is to be one of the first ten people inside of a store opening and
Grace is willing to throw every “scenester” in her way to do it. It’s a very
simple, albeit strange, premise but it’s a lot of fun. You use the stylus on
the bottom screen to aim your shots on the top screen and try to match three of
each color to get the scenesters to disappear and occasionally, use items that
you unlock to change scenester colors or just plow through chains of them, but
those items only show up once per stage. The problem is, since you’re using people
instead of simple shaped marbles, it can be hard to properly line up your shots
and you’ll find yourself throwing your scenester in the wrong part of the line
quite frequently. I’ve ruined plenty of combos just because the controls weren’t
quite as precise as they could have been. It gets even harder to aim your shots
as the stages progress and the people in line start dancing, changing position
and protect themselves with flower pots.
This pretty much sums up the whole game. |
Even harder still are the rolling stages, played by
Savannah, though not for control reasons. The rolling stages play much more
like Magnetica of the past. Instead of throwing people, you’re rolling them
along the ground as the line moves closer and closer to a button which sends
Savannah into space. I have no idea why. Since you can’t aim the scenesters
anywhere you want, it requires a bit more strategy to get them where you want
them to go. If you hold the stylus in place long enough, the scenesters will
jump, allowing you to hit the group behind them. You’ll find yourself having to
do this a lot, especially on the later stages but it’s something you have to be
cautious of because oftentimes, you’ll have two lines of people moving at once.
These stages are naturally designed to be harder, and they are, but not for
control reasons like the throwing stages. You’re going to lose a lot but it’s
going to help you to learn to strategize better and work on building combos.
Never did I feel like the game was being unfair, I just felt I could have aligned
and planned my shots better. I think ultimately, that’s the mark of a good
game; when you feel your lose was your fault, not the games.
The boss stages really drag the story mode down. |
However, the one huge blemish on the games design does come
in the form of the battle stages. The battle stages appear at the end of the
Story Modes weekly campaigns and act as the boss stage of sorts. In these
stages, you’re forced to take down a team of colorful ninjas as both girls
throwing and rolling balls at them. The problem? You have to use the 3DS’s Gyro
controls to do it. The ninjas circle around you and you have to physically move
your 3DS to hit them and it is a mess. The gryo controls work well enough, I
suppose, but it’s very annoying to suddenly have to shift your entire playstyle
just because one random stage in the game demands it and because of the
imperfect nature of motion controls as a whole, you’ll often throw a ball at a
place you didn’t want it to go just because you slightly nudged to the left
when you should have held still. It’s frustrating and the only time in the game
I felt that it was poorly designed. Now, to the games credit, there are only
three of these stages and you are given the option to use stylus controls, but
they’re not as quick to use as the standard gyro/button set-up, almost as if
they want you to use the gyro controls instead. They’re the worst part of the
game but they’re few and far between.
As I just mentioned, the game does have a story mode, a very
short one, but I honestly don’t know what the story is. It’s split up into
three weeks, each with six days alternating between the girls and the final day
being a boss level. Between each level, you’re given these really weird live
action cutscenes. The story is nonsensical and honestly, I’m not sure it’s
there at all. One minute they’re at school, drawing pictures of the mobs, the
next they’re falling from a snowy mountain, then they’re fighting ninjas, then
they’re in space. It’s a very Japanese game and it has a lot of personality. I
just don’t know what that personality is. But if you can’t figure it out
either, you can always play the games challenge mode, which is essentially just
endless mode which you can play as either of the two playstyles (the boss
stages are not include.)
The presentation of the game is where you’re either really
going to love it or really hate it. The digitized actors you act as your avatar
and the game pieces are very bright and vibrant, making lots of over-the-top
movements and gestures. It’s almost as fun to watch as it is to play. It’s made
even better by the goofy sound effects. Every time you score points or throw a
scenester, they make stilly noises like “Yay” or “Woo!” The music, while
decent, mostly just sounds like stock music and you’ll likely forget it once
you turn the console off. There’s a lot of charm to the way the game looks and
sounds but it’s not going to be for everyone.
Our two main heroes. They wear far more clothing than you'd expect. |
Tokyo Crash Mobs is a bizarre game but it’s also a lot of
fun. If you can look past the sometimes finicky controls and the horrible gyro
sections, there’s a really good puzzle game hidden underneath it’s wacky
exterior. But, if you’re not a fan of the weirder side of Japanese culture, it’s
probably best you pass this one by and pick up an old copy of Magnetica
instead. While the story mode is incredibly short for it’s 7 dollar asking
price, the challenge mode is definitely the kind of thing you can just pick up
and play while you wait for the dentist or the DMV. It’s a fun puzzler with a
lot of personality and I hope we see more of it. Maybe a rolling scenester item
in the next Smash Bros…? How ‘bout it, Nintendo?
Matt thought this game was...
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