Considering that I absolutely loved the original Chibi-Robo game for the GameCube, I was very skeptical about Zip Lash, as they'd completely rewritten the formula for the series and turned it on its head. As a Chibi-Robo game, I couldn't understand why they'd go in this direction with the series, but I respected the developers for taking a risk with their IP, something that most developersConsidering that I absolutely loved the original Chibi-Robo game for the GameCube, I was very skeptical about Zip Lash, as they'd completely rewritten the formula for the series and turned it on its head. As a Chibi-Robo game, I couldn't understand why they'd go in this direction with the series, but I respected the developers for taking a risk with their IP, something that most developers are terrified to do.
As a game in its own right, however, Zip Lash has been a lot of fun for me. It has a classic Castlevania sort of feel to it, as Chibi-Robo can use his plug like a whip to defeat enemies and grapple onto higher platforms in order to advance. He can also use his plug to grab items, as well as swing it around above his head like a helicopter blade to cross small gaps and hover for a short time. It feels good to collect coins, gather power-ups, and search for the hidden goodies in each level. It seems less like an action-platformer and more like an adventure-platformer in that regard. Although the level design can be a bit bland and forgettable, I've been enjoying my time with the game thus far.
While I appreciated some of the design choices for the game itself, some of those same choices didn't make a lot of sense for the series as a whole. Why take a robot designed for doing housework and make him fight snack-hungry aliens? Why take one of the most unique features of Chibi-Robo — his short power cord, which was meant to limit his abilities — and completely throw that away in favor of an "Extend-O-Cord" that, on its own, can defeat enemies? The battery doesn't seem to play as big of a role as it did in previous iterations, either. It just seems that Chibi-Robo, instead of feeling like a vulnerable little robot, feels more like a video game character, which bastardizes the theme and origins of the series.
The product placement was very in-your-face, although it was fun to learn fun facts about all the different snacks. It's refreshing to see games like Pikmin 2 handle advertising uniquely, but in Zip Lash, it just felt forced.
The level selection method is a bit bizarre, and probably my least favorite thing about the game:
In a world with six levels, instead of going from one level to the next, or simply choosing which level you want to visit, you have to spin a wheel. The number you land on (1, 2, or 3) determines how many levels you move forward. And the world maps are circular; if you pass level 6, you'll go back to level 1, then start moving up again. In order to move on to the next world, you have to beat all the levels in the current world. In other words, you're basically leaving it up to chance whether you advance to the next world, or you go back and replay a level you've already beaten.
You can influence this slightly, though. At the end of each level, there are three UFOs: A large, bronze one; a medium-sized, silver one; and a small, gold one. The gold ones are always out of the way and harder to hit, but depending on which one you smack with your plug, you earn a certain number of spins for the wheel: bronze is worth one spin; silver is worth two; and gold is worth three. So, if you get more than one spin on the wheel, and you're unsatisfied with your first spin, you can spin again and try to get a better result. But the spinner thing as a whole seems entirely unnecessary to begin with, so why not just let the player either select levels or move from one to the next? It's absolutely mind-boggling as to how much effort they put into a system that impedes your ability to fully experience the game.
The inclusion of an amiibo was a nice touch, but it also seemed to be a sort of unnecessary gimmick in the game itself. You can scan the included amiibo figure to summon a capsule machine that you can sink coins into to unlock collectible toys within the game. 90% of the toys are the same Chibi-Robo figurine with the same base, just posed differently. You can scan other character amiibos into the game to unlock a figure of Chibi-Robo in that character's pose. They all have different rarities, and they get added to the capsule machine for you to try and win. You can also use the Chibi-Robo amiibo to unlock more playable levels in the game. While the amiibo figure looks great and is a nice inclusion, the in-game features feel like they could've been included in the base game, as you're more than likely to have the amiibo anyway.
This is one of those ideas that would've stood on its own perfectly fine, had it not been associated with an already-established franchise. It doesn't affect my overall opinion of the game itself, but it's just something I'm bitter about. I applaud the developers for trying to take the series in a new direction, but I feel that, at the same time, they made Chibi-Robo more generic as a result. While I enjoyed the game, despite its few flaws, it pains me to say that the future of Chibi-Robo is looking very bleak, and I hope the developers do something about that.… Expand