We went nuts too.
January 22, 2007 | 9:38 PM PSTby: Stephen Smith
Most people who are serious about playing games ignore most franchise-based efforts. This is kind of an unspoken rule, but it is due to the typical lack of quality that most games that are based on a movie or a television show possess. But just like most rules, there are obvious exceptions. One in particular would be last year’s Over the Hedge, based on the hit CG movie. Developed by the very talented Vicarious Visions, Over the Hedge was a real technical achievement for the DS, and had a nice game design to boot. Well it didn’t take long for the publisher to green light a sequel but this time Amaze Entertainment handled the developmental duties and created Over the Hedge: Hammy Goes Nuts. So how did this game fare? Read on to find out how we felt, and no, I am not going to make a joke about the game’s title, it's just way too easy.
Facts and Features:
As far as story goes, Hammy Goes Nuts take place sometime during, or after the feature film. I am really not that sure which, but the gang is still up to their old tricks like eating junk food and trying to stay out of harms way of the suburbanites. Anyway, enter a mysterious character called Boris, who just happens to be a beaver. Yeah, I didn’t see that one coming, did you? Boris soon convinces Hammy to help him procure some items for some mysterious purpose. But don’t worry, Hammy won’t be alone is this adventure; he has his animal buddies to help: Verne, RJ, and Stella.
You may have drawn similarities between HGN, and the first Over the Hedge game, but trust me they are completely different games. Hammy’s game is far simpler in execution. Each level is divided into two parts. First you have an objective, such as opening a door. Which may seem fairly easy, but in order to do this you will have to solve a simple graphic puzzle. This is slightly reminiscent of older PC games, but with an extra emphasis on simplicity. For example, to open the door mentioned earlier you will have to perform several tasks like fixing a shovel, digging up a key, and then finally opening the door. All of the little puzzles elements are typically on the same screen, and as you may have guessed, require a particular order to complete. The second part of the level involves collecting more objects, but this time involves playing tricks on suburbanites, and in the end of each level acquiring some item for Boris.
One of Hammy’s better aspects is in its control. The entire game is controlled with just the stylus. Touching the screen in any area will cause Hammy to run in that particular direction. You can also switch between characters in certain levels as well, by just tapping on their picture. The rest of the control method is certainly intuitive, and really doesn’t need explanation. All and all, this is sadly the real high water mark for this title. I hope we didn’t give away too much with that last comment there.
HGN isn’t a real showpiece for Nintendo DS fans, but it isn’t all that bad either. The top screen shows a map of the general area, with the sleeping boss of each area. Why are they sleeping? Who knows, but you can see they are dreaming about sheep, and this also serves as a somewhat odd time limit indicator. The bottom screen shows a top down perspective of the general area. Hammy and his friends very well detailed, and the environments themselves, while not being very detailed, do get the job done. When it comes right down to it, the presentation works but the designer just stopped short of accomplishing anything beyond above average.
We Went Nuts Too
Hammy Goes Nuts is an odd piece of software to say the least. I felt compelled to play it in part because of its odd charm, and simple game mechanic, despite the fact that this title isn’t very well done. Everything that HGN does right, like the simple puzzle elements; it immediately lets this positive element flounder by not expanding upon the initial concept. Making the game experience fall very short of being anything worthwhile. Perhaps the developer didn’t have enough time to fully expand on their ideas. This would certainly make sense with HGN, a title that just stops short of being a fully developed design. Sorry Hammy, but maybe this should be your last attempt at going nuts.
-- Stephen Smith
Facts and Features:
- Control Hammy & friends exclusively with the stylus.
- Wage war on the suburbs as you collect food and play pranks.
- Several modes of play, including multi player.
As far as story goes, Hammy Goes Nuts take place sometime during, or after the feature film. I am really not that sure which, but the gang is still up to their old tricks like eating junk food and trying to stay out of harms way of the suburbanites. Anyway, enter a mysterious character called Boris, who just happens to be a beaver. Yeah, I didn’t see that one coming, did you? Boris soon convinces Hammy to help him procure some items for some mysterious purpose. But don’t worry, Hammy won’t be alone is this adventure; he has his animal buddies to help: Verne, RJ, and Stella.
You may have drawn similarities between HGN, and the first Over the Hedge game, but trust me they are completely different games. Hammy’s game is far simpler in execution. Each level is divided into two parts. First you have an objective, such as opening a door. Which may seem fairly easy, but in order to do this you will have to solve a simple graphic puzzle. This is slightly reminiscent of older PC games, but with an extra emphasis on simplicity. For example, to open the door mentioned earlier you will have to perform several tasks like fixing a shovel, digging up a key, and then finally opening the door. All of the little puzzles elements are typically on the same screen, and as you may have guessed, require a particular order to complete. The second part of the level involves collecting more objects, but this time involves playing tricks on suburbanites, and in the end of each level acquiring some item for Boris.
One of Hammy’s better aspects is in its control. The entire game is controlled with just the stylus. Touching the screen in any area will cause Hammy to run in that particular direction. You can also switch between characters in certain levels as well, by just tapping on their picture. The rest of the control method is certainly intuitive, and really doesn’t need explanation. All and all, this is sadly the real high water mark for this title. I hope we didn’t give away too much with that last comment there.
HGN isn’t a real showpiece for Nintendo DS fans, but it isn’t all that bad either. The top screen shows a map of the general area, with the sleeping boss of each area. Why are they sleeping? Who knows, but you can see they are dreaming about sheep, and this also serves as a somewhat odd time limit indicator. The bottom screen shows a top down perspective of the general area. Hammy and his friends very well detailed, and the environments themselves, while not being very detailed, do get the job done. When it comes right down to it, the presentation works but the designer just stopped short of accomplishing anything beyond above average.
We Went Nuts Too
Hammy Goes Nuts is an odd piece of software to say the least. I felt compelled to play it in part because of its odd charm, and simple game mechanic, despite the fact that this title isn’t very well done. Everything that HGN does right, like the simple puzzle elements; it immediately lets this positive element flounder by not expanding upon the initial concept. Making the game experience fall very short of being anything worthwhile. Perhaps the developer didn’t have enough time to fully expand on their ideas. This would certainly make sense with HGN, a title that just stops short of being a fully developed design. Sorry Hammy, but maybe this should be your last attempt at going nuts.
-- Stephen Smith























