I was really looking forward to Tamarin, to the point where I pre-ordered the deluxe soundtrack version. I also never bother writing reviews, but this time I feel the need to make an exception. Initially Tamarin looks quite polished, and in some ways it is, but once you start playing, you begin to wonder how exactly this game took 7 years to make.
Controls:
The controls aren't too badI was really looking forward to Tamarin, to the point where I pre-ordered the deluxe soundtrack version. I also never bother writing reviews, but this time I feel the need to make an exception. Initially Tamarin looks quite polished, and in some ways it is, but once you start playing, you begin to wonder how exactly this game took 7 years to make.
Controls:
The controls aren't too bad when you're platforming, but as soon as the game switches to the shooting mode, I wanted to scream at the game. The way the aiming mechanisim works is so counter-intuitive, especially when trying to shoot the smaller space invader-type enemies. For some reason the developers completely overlooked the need for mouse/keyboard controls, AND the concept of controller rebinding.
Graphics:
The graphics are generally quite nice, and they are one of the first things that attracted me to the game. The main character Tamarin is cute as hell, and he's probably the best thing to come out of this game. Even though things look pretty good, the visuals get a bit samey considering there's all of 3 locations in Tamarin; grassy outside areas, underground tunnels and industrial warehouses (oh and a mountain, but that's basically more grass an elevated rocks). Although the graphics look okay, there are things that feel like they're not very polished. Enemies flash a weird green colour when you shoot them, the electricity effects are... not great looking, and like the lack of variety in environments, the enemy visual variety is thin on the ground, with what felt like 3 or 4 different enemy types.
Gameplay:
This is where Tamarin really fell short. It's just not very fun to play. It honestly feels like the developers didn't bother getting anyone outside their own circles to play test the game. Platforming can be frustrating, trying to collect birds before they get shot by ants (or worse, are too close to a mine so you can't get near them OR destroy the mine first) and getting completely lost due to everywhere looking the same means it doesn't take long before you're questioning why you're continuing to play the game.
Sound:
The soundtrack is by David Wise, so it's pretty good, but it's honestly far from his best work. The sound effects are really weird. Whenever an enemy dies, it sounds like a pig squealing, everything else is pretty run of the mill.
Overall, I think my main issue with Tamarin is how I feel... betrayed? Promised a cutesy platform/shooter adventure from ex-Rare devs, but when you actually look into who worked on the game, the only one's who were ex-Rare were a couple of the artists, the sound effects guy and David Wise for music. None of the ex-Rare devs actually worked on the core game itself, i.e the gamplay, which is how it sounds when you're told ex-Rare devs are working on a game.
This game was in development for 7 years, but I don't think it actually took that long to develop. I believe most of those years were from the game being stuck in development hell. I've seen smaller teams (or single devs) make better games in that time, Clive 'N Wrench for example, or a Hat in Time. I doubt Chameleon Games will come clean with what actually happened during Tamarins development, but I do know the whole thing has left a bad taste in my mouth.
Pretty sure all these positive user reviews are being left by the CEO himself, because none of them make any sense. There's no way this game is an 8 or above, at best it might be a 6, but even that feels generous.… Expand