Physics based fun games have come a long way, their draw being the zany control schemes that fights your normal gamer control every step of the way, eventually allowing you to push through and progress. I’ve had a lot of fun with Human Fall Flat and Totally Reliable Delivery Service, both of which were greatly enhanced by throwing a friend into the mix. The potential for chaos, mischief and even eventually progress made them hilarious and thoroughly enjoyable experiences, especially when relaxing with a beverage or two. Drink More Glurp, developed by CATASTROPHIC_OVERLOAD and published by Yogscast Games, aims to enter fray and do things slightly differently by being a minigame based party game.
I’ve also loved party games over the years and especially on Nintendo. With the Gamecube Warioware being my all time favourite. The thing I loved about Warioware was although I could get better at the game, it was so varied and random that I could genuinely have competitive fun with people who had never even played a console game before.
So how does Drink More Glurp stack up against these well known Rivals? Lets get the good out of the way first.
The graphics, animation and presentation are excellent. It reminds me of a smoother Pikuniku and has a very similar simple, bright palette. It looks crisp, and there is no slow down during hectic moments at all. The sound and music is punchy and perfectly suited to the art style, with in game Sponsor adverts booming out in dramatic style before each event.
There’s not a story to speak of, well certainly not in the game, and there’s no voice acting. In fact, I had to go to the official site to find out what it’s all about. In Drink More Glurp, aliens have intercepted Earth TV broadcasts, namely the Summer Games, which they have misinterpreted the overt sponsorship to be the main driver for the event. Queue their own Summer games where corporate Sponsors control the games.
The game allows up to 20 players in a ‘take it in turns’ local multiplayer, meaning you only need one controller. But a major downside is that there is no online multiplayer. If you couple that fact to the current ongoing pandemic and lockdown situation – it’s a rather disappointing oversight. I was fortunate enough to have a wife on hand to help me test the multiplayer, but I certainly couldn’t replicate a room full of tipsy cheers and laughs my Warioware sessions used to achieve.
There is no touch screen functionality, something I always feel would benefit a menu systems, even if it’s sparse like this one. But that’s not the main controls issue. Where it all breaks down is when you start to play the game. Physics games are meant to be awkward to control , that’s part of the fun. But when that barrier to playing the game becomes a constant frustration rather than lovable, novelty quirk – it becomes a chore. You’re certainly not going to persuade a non gamer to persevere. In the game, you play a bulbous being with extremely long arms. Each of these arms is independently controlled by the left and right thumbsticks, with the shoulder buttons controlling grab. You have to battle the game to get your character across a race finish line, throw items the furthest, dodge balls, long jump, pinball and many more. Some of these are pretty good and the simplest ones seem to be the best. But even these can be ruined by the Sponsor System.
So what is the sponsor system? Well, before every event a sponsor card will flash up advertising a random alien company and their wares. What this does is effect the way the event will go. Rocket hands, low gravity, noodle arms, bombs dropping from the sky – there was more than I could keep track of. What this in intending to do is shake up every event by applying a random effect.
T-Rex arms? That sounds funny right? Well not when you’re trying overcome climbing large spheres and you only have a minute to get to the end. Jumping across gaps with crab legs that don’t let you jump? Pass. And this would happen often. Roughly 50% of my events would end with ‘Did Not Finish’. Whilst this wouldn’t be an issue in multiplayer with you being scored on distance – complete or not, in single player it makes the experience rather empty. I’ve literally put the Switch down in events when I realised I can’t even overcome the first obstacle in the time allocated, and instead opted to let the clock tick out. It’s probably possible to learn to overcome each of these hindrances, but the drive to so simply wasn’t there.
This is all a shame, this game could have nailed this genre. In all fairness, in a full party atmosphere this might be ok, with the hilarity of watching your mates flounder overpowering the frustrations of you doing the same. I’ve watched people play it on streams and actually found myself laughing at their fails, it’s that humour that would have ramped the enjoyment up. I’m sure this game will do well with streamers and this is where you’ll get to milk the most time and appeal out of it. But for me, spectator enjoyment doesn’t trump player enjoyment just yet. I give Drink More Glurp a 4/10.
For transparency the code reviewed was supplied by the publisher.
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Drink More Glurp - Nintendo Switch Review
- Overall - 4/104/10
- Clean and smooth aesthetic
- Single controller multiplayer
- Hilarious to watch
- Great sound
- Frustrating controls
- Local only multiplayer