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Publisher: Wolfire Software    Genre: Action
Min OS X: Any Version    CPU: G3 @ 400 MHz    RAM: 64 MB    Graphics: 16 MB VRAM


Lugaru: The Rabbit's Foot
February 23, 2005 | Ian Beck
Pages:123Gallery


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If you were to think of the animals that most embody a fighting spirit and a general willingness to take apart anything that has the temerity to stand in their way, I doubt that you would be thinking of rabbits. Perhaps wolverines, but definitely not rabbits. If rabbits were the first thing to come to your mind, though, that is a very good indication that you have probably already played Lugaru: The Rabbit's Foot, a game recently released by Wolfire Software.

Lugaru is a third person fighting game which, according to the official website, features "an anthropomorphic rebel bunny rabbit with impressive combat skills." I really could not put it better than this if I tried.

While the game's story serves more as a vehicle to deliver its spectacular fighting, it is at least worthy of a quick glance. You play as Turner, a fighting rabbit whose family is slaughtered very early on in the game. This massacre understandably upsets Turner, who then goes on a killing spree against the raider bunnies responsible for the misdeed and ends up uncovering vast conspiracy, corruption, and other plot standbys. The story ends up being mildly interesting, but it is extremely linear, and its implementation leaves a lot to be desired. There were definitely a few instances when I said to myself, "Why the heck would you do that, you stupid rabbit?!" Having any sort of ability to choose your fate would have been a welcome addition to the game. As it is, the game is completely linear, and the extent of the player's control over Turner starts and ends with combat.

That largely concludes the negative portion of this review (minus a few quibbles I have with the game which will be discussed later on). Now let's move into the nitty-gritty, starting with the game's weakest aspect and moving from there into its strengths.

Sound
Lugaru's sound does not detract from the game, but it is not a particular strength, either. The different sounds that each animal makes are varied enough that they do not become distracting, but they are slightly limited. After the first few fights and dialog sequences you will have heard the entire range of sounds available to any given character.

The music adds nicely to the mood of the game, switching between ambient music and battle music as the occasion requires, but beyond being very well implemented it doesn't particularly add to the game. There isn't a huge amount of variation in the music, either, but the action is intense enough that I never really noticed it as a distraction.



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