Late last year, BAKERU’s initial Japanese release seemed to spark what can only be described as “pure, nostalgic joy” among 3D platformers. In particular, nostalgia for the Ganbare Goemon series and its Nintendo 64 incarnation, Mystical Ninja Starring Goemon. This makes sense when you consider that BAKERU’s developer, Good-Feel (Kirby’s Epic Yarn, Princess Peach: Showtime!), was founded by Mystical Ninja director Etsunobu Ebisu (who serves as producer here).
Even though I was never an N64 kid, I immediately understood what resonated with those players. BAKERU was exactly the kind of game I spent hours playing as an elementary school student, right up there with games like Ape Escape 2 and Rayman 3. It brought back memories of a much simpler time in my life. In fact, I couldn't help but tear up when I thought about those days. So, aside from a wistful trip down memory lane, why exactly did I like BAKERU so much? Why the strong reaction?
©Good-Feel All Rights Reserved. Licensed and published by Spike Chunsoft Co., Ltd.
Well, I’d say it starts with the game’s bright and colorful visuals—an aesthetic that’s proud of the heritage it’s born from. But it’s not afraid to stray from the norm every now and then. The visuals are beautifully polished, but they don’t feel as polished as Nintendo games. I admit, it’s funny given the developer’s long history with the house Mario created, but the game has enough visual appeal to feel authentic, handcrafted… if you will.
I can confidently say that the “Comfortable Feeling” permeates the gameplay as well. Stepping into the shoes of a genuine tanuki, players are given a single goal: destroy three Evil Lanterns before banishing the evil spirits that surround the Festival Tower at the end of each level. It’s a simple goal that has many different permutations throughout Bakeru’s adventure—a goal that takes him through stages based on each of Japan’s 47 prefectures.
© Good-Feel All rights reserved. Licensed and published by Spike Chunsoft Co., Ltd.
Players start with a standard set of platforming levels, where they use tanuki drumsticks called Haradaiko to take down colorful bad guys while hunting for lanterns. My favorite thing about the drumsticks is how they're mapped specifically to the L and R buttons, allowing players to drum well while fighting. But in situations where sticks just don't cut it, Bakeru can transform into one of four unlockable forms for a little extra firepower. In fact, some of these transformations also expand Bakeru's casting options. There's some added depth to the combat with perfect dodges and perfect guards, but I don't foresee younger players using those skills too often.
These standard stages can get a little repetitive at times, but the variety of said “permutations” goes a long way. From kart racing, to rail shooting, to giant robot battles, the game knows when it’s time to flip the script. I especially like how the robot battles start with Bakeru shouting “TOKUSATSU MODE!” as the flying battleship Bunbuku transforms into robot mode. Regardless, I recommend taking a break when the repetition really starts to set in. At the end of the day, BAKERU seems to be designed with a child playing a stage or two, then coming back to it later.
© Good-Feel All rights reserved. Licensed and published by Spike Chunsoft Co., Ltd.
In addition to defeating bad guys, players also have the opportunity to hunt down a trio of souvenirs hidden throughout each level. These souvenirs are usually flags or cultural items from each province the player visits. On the subject of collectibles, players should keep an eye out for Scoop, a little guy who always has a ton of new information on hand. He appears five times in each level to present various facts. These are mostly specific facts about the province he is in or general information from around the country. Especially with the inclusion of Scoop, I think the game really has a great educational quality. Without being overbearing, the game introduces players (especially younger players) to another culture while they enjoy themselves in a world inspired by that culture.
© Good-Feel All rights reserved. Licensed and published by Spike Chunsoft Co., Ltd.
Speaking of younger players, I was curious to see how kids might feel about the game. With that in mind, I handed the controller to my younger nephews and they had a blast with it. They hadn’t played many 3D platformers before, so it was fun to watch the gears move as they wrapped their heads around operating the camera and moving around in 3D space. Surprisingly, they picked it up pretty quickly. BAKERU may have a lot of buttons to keep track of, but it might not be a bad introduction to 3D platforming. My older nephew does get a little motion sick, though, as he’s not used to moving the camera around, so that’s something to keep in mind.
© Good-Feel All rights reserved. Licensed and published by Spike Chunsoft Co., Ltd.
While I appreciate the addition of new moves for Bakeru and additional lanterns in this new version of the game, I still have some gripes. I sometimes get frustrated with projectile enemies like the ninja octopus and boomerang thrower. Sometimes it feels like they're going to punch me while I'm trying to solve a platforming puzzle or navigate a level. Technically, the game tends to stutter during moments of dense enemy traffic and ambitious set pieces. The controls are also sometimes unresponsive in those situations. However, I'd say this is more of an issue with the aging nature of the Switch hardware than the game itself. That said, hopefully those issues don't carry over to the Steam release.
Overall, BAKERU is a great game for kids and kids at heart. It reminds me of the games of my childhood, but is solid enough to overcome any rose-colored glasses I might be wearing. For $40 on the Nintendo eShop and Steam, I think players (and parents) will get more than their money’s worth. Here’s hoping that today’s youngsters can look back fondly on BAKERU in years to come.
©Good-Feel All rights reserved. Licensed and published by Spike Chunsoft Co., Ltd.