![]() “The character roster is uneven, with many feeling too specialised to certain situations and others that are objectively better than the rest.” In a game where wrong movements can result in instant failure, you’re likely only picking one of these two by choice. ![]() However, Mike – who also fires directly upwards – can shoot far faster and can move freely across the screen. ![]() Meanwhile, Kat and Ana can also shoot in a single direction but they’re stuck in a permanent jumping loop.ĩ-Volt can only sling his yo-yo directly upwards but, because his skateboard is always on the move, expert timing is required. Dribble & Spitz, for example, are flying characters who can only shoot in a single direction, whereas Ashley can shoot in 360-degrees. The roster is also uneven, with many characters feeling too specialised to certain situations and others that are objectively better than the rest. It’s a novel idea that initially works well, but when the complexity ramps up, the concept starts to feel slightly at odds with the series’ simplistic, quickfire gameplay, with latter stages requiring players to juggle adjusting to both different microgames and whatever character they’ve been handed to complete them. In comparison, 18-Volt, who can’t move at all, would need to shoot a projectile from the floor being careful not to miss, while 5-Volt would need to teleport directly into the nostril. In the series’ classic nose-picking microgame, for example, Wario would need to fly up to the nostril and barge into it. The idea is that, because each character controls differently with their own abilities, players can replay microgames repeatedly and adopt new strategies each time, depending on which character they control. Yet again, the WarioWare series delights here with its unique – and slightly surreal – personality, with its short-but-sweet story campaign (it can be completed in around two hours) providing a humorous narrative and tons of replayability. However, the game’s core concept isn’t quite as consistent as we would’ve hoped. Once the game has begun and the microgames start firing, you’ll then cycle between your characters as you tackle the various rapid-fire challenges. At the start of each round, players are prompted to assemble a small team from a roster of 18 platforming characters. For the first time in the series, Get It Together’s microgames introduce elements similar to a 2D platformer.
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