Let’s Play Gobliiins #07: Tying up the Loose Ends

3,538 views · Published 30 November 2018 · 20:45 · Indexed 8 November 2026

Channel: Kikoskia · 2018 · Gaming

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The king may have been cured but the world is still in trouble, for the evil wizard that originally tricked our heroes is still scheming his evil schemes of evil. Whatever he’s working towards can’t be good and the king intends to put an end to those plans once and for all, sending our heroes out to seek the supreme weapon to use against the wizard. Knowing this game, the weapon’s supremeness will surely be up for debate but hopefully it’ll be enough to best the wizard. If not, the world is surely doomed and all we’ve sought to achieve is for naught.

Will we succeed? Knowing that there are three more games in the series goes some way to answering that, but let’s pretend that we don’t know that as we take the final steps in our long journey, ones that will surely be treacherous indeed.

Going into Gobliiins, I didn’t know if I enjoy the game. This was due to the health mechanic and the way that the screens are split into levels among other things. I’m happy to say that I did find enjoyment in playing Gobliiins, though not as much as I’d of liked. The aesthetic of the series is ever-present, with nice graphics, decent music and the silly charm that the games are known for, but that cannot negate the problems that are present. The health mechanic discourages experimentation, the many of the humorous incorrect choices punished. While this was put there to give the game longevity, all it does it cause frustration and potentially force you to replay the whole game to the point you were at just to try a screen with full health. I’m glad the system was scrapped for the sequels as it allowed them to have more complex puzzles and for the player to see all the funny interactions without consequence. The unique purposes for the goblins is nothing special, but they’re so highly specialised that it restricts the types of puzzles you can see and with each screen being a self-contained area, there’s only so much that can be placed on each one. There are also instances of moon logic that will bamboozle those who aren’t used to it, further adding to the frustration this game can create. That said, this game is the first in the series and the developers learned from their mistakes, creating a much better pair of sequels without lose-states and with a lot more fun and without this game, those wouldn’t have happened. Still, this game is deeply flawed which is a shame as there’s quite a bit to like that’s marred in a swamp of bad decisions and self-imposed limitations. If you want to play through the whole series I would still suggest looking at the first one to see where it all began, but temper your expectations appropriately. You can entirely avoid the game like I did though and you won’t be missing out on much, as Gobliins 2 is a fantastic game that does everything the first game does but better.

So what’s next? With the king and the world saved, I think our heroes need some time to relax before another adventure beckons. With that in mind, I think another shorter game is in order, one that I’ve no real experience with. Unlike Gobliiins however, this one is going to be from a genre I don’t play that often and a type of game in that genre I play even less. It’s a game where failure isn’t just a possibility but expected, though it’s mitigated by very forgiving mechanics and a whole lot of fun.

See you next let’s play!

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