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Review: Eduardo the Samurai Toaster

Jonathan Holmes
6:00 PM on 06.21.2009
Review: Eduardo the Samurai Toaster photo


Okay, here's the thing -- I'm biased.

Well, maybe not biased, but I certainly have my preferences. Those preferences include 2D games, platformers, run-and-gun shooters, and games made by small, indie teams. That's why I've been so pumped for Eduardo the Samurai Toaster. It's a new 2D, hand-drawn, run-and-gun shooter made by a team of about four people. That's pretty much everything I want in a new WiiWare game.

Oh, and of course, I want games that don't suck. Does Eduardo pull that last part? Hit the jump for the full review.

Eduardo The Samurai Toaster: (WiiWare)
Developer: Semnant Studios
Publisher:
Semnant Studios
Released: June 15, 2009
MSRP: 800 Wii Points

Eduardo the Samurai Toaster has almost all the elements it needs to be an "indie goes mainstream" classic in the same league as Alien Hominid and World of Goo, except for one problem: the game design. Or rather, the total lack of game design. Eduardo has no gameplay ideas at all. I can't tell you how disappointed I am that this has happened again! I don't know why it's such a common ailment for an indie developer's first commercial release to have great controls, graphics, and music, but lack any actual gameplay. But that's the sickness that Eduardo the Samurai Toaster suffers from, and it's the worst case I've seen in years.

Okay -- just needed to get that off my chest. Let's start this discussion over by focusing on the game's biggest strength: its visuals. Despite being a game made on a very small budget, Eduardo looks fantastic. The backgrounds are nearly as pretty as those found in LittleBigPlanet, except instead of looking like a world of block toys, Eduardo's is a world made from cut out paper and mixed-media fine art. Starting up a new level and seeing the new backdrop often caused me to emit an audible gasp. The game has 13 levels in total, and I would say that eight out of those 13 have background art that I completely love. The other five are just great. None of them are bad. 

As for the in-game characters, they look good too. There isn't a lot of traditional frame-by-frame animation here, but the flash-style squash and stretch stuff looks nice, and is expected given the game's small team. The game starts with one of four smiling anthropomorphic toasters who fight kabuki pastries, carrots, bees, melons, and the occasional robot. It's definitely got a Newgrounds vibe to it, so if you dig that sort of thing, you'll have no complaints. 

The controls are also solid, very responsive, and easy to learn. The game is controlled with the Wii remote in NES configuration, with jump and shoot mapped to the 1 and 2 buttons. The only issue I have with the controls is the throw button being mapped to the hard-to-hit B button on the flip side of the Wii remote. That said, I don't really know what the throw is good for anyway. Just like in the Metal Slug games, if you get close enough to an enemy while shooting, you hit them with melee attack that usually kills with one hit, which is exactly what the throw does. For that reason, I think I only used the throw two or three times in the hour and a half it took me to beat the game. 

Yep, the game was over in just an hour and a half, and that's just where the game design issues start. Don't get me wrong; I don't expect my WiiWare games to be huge in size, but if designed correctly, a relatively small game can take a long time to complete. Mega Man 9 and Gradius Rebirth are just two of many games on the service that may only take half an hour to beat on a speed run, but will take days of skill building to be able to do so. These are games that you really need to learn how to play. Environmental hazards, fighting bosses, and other staples of shmup/run-and-gun game design are staples for a reason. These types of games need that stuff to fend off monotony, and keep the player thinking. Eduardo lacks pretty much all of these staples. It consists of running from left to right, shooting in a few different directions from time to time, a little bit of incredibly easy platforming. And that's it. 

The game may have 13 levels, but once you're 6 levels in, you'll have already seen every enemy in the game. Some enemies are tougher than others, like the melons and the big bees. I guess you could call them mid-bosses, as the screen often stops scrolling when they show up, and wont start scrolling again until you kill them. Still, you'll barely notice this half-attempt at game design, as whether the screen is scrolling or not, you'll still be doing the same thing -- shooting and running. 

The game also lacks story. It starts with you walking by the credits screen, and ends with a bunch of random explosions and the words "THE END". A game like this needs a story if it's not going to punctuate the ends of levels and/or break up the constant running and shooting in some other way. It just shows a lack of care to plop a bunch of the same enemies into 13 totally uninspired level designs.

Oh wait, I almost forgot -- there are two levels where you fly instead of run, and a little Segway vehicle in one of the later levels that allows you to shoot a triple laser. There are also a few weapons you can get by killing enemies, like a shotgun and a spread shot. All this stuff feels like it's been directly ripped from other games, but I guess it shows a little bit of effort in terms of giving the game a sense of variety and progression. Much more effective is the way that in the last few levels of the game, all the characters change from looking like vector based computer art to hand-drawn doodles. That put a smile on my face, as it showed that the game's developers clearly loved the look of their pre-production artwork, and I actually preferred the squigglevision-looking drawings to the slicker ones that you start off with in the game.

It's also worth mentioning that the game doesn't have a scoring system, and allows you to give yourself infinite lives from the start. Actually, even if you set the game to the hardest difficulty level and to only one life, the re-spawn points are so frequent that the game is still pretty easy. No scores and easy difficulty are bad design choices for a game in a genre that has always been about pushing for high scores and striving to keep from losing your last life.

The total lack of strategy needed to beat the game, the fact that all levels play pretty much identically, the lack of any notable level design, the lack of bosses, and the total lack of difficulty, make Eduardo feel like an hour and a half long tutorial mode of a good run-and-gun platformer that is yet to be made. It's more fun to play multiplayer, but only marginally, and once you've beaten the game, the only reason to play it again is to look at the beautiful backgrounds. If you're filthy rich and love hand drawn graphics, it's worth the 800 points to play through Eduardo once just to look at it, but anyone with any money concerns or lack of interest in the run-and-gun genre should stay far away from this sucker. 

Score: 4 -- Below Average (4s have some high points, but they soon give way to glaring faults. Not the worst games, but are difficult to recommend.)


Review: Eduardo the Samurai Toaster photo
Review: Eduardo the Samurai Toaster photo
Review: Eduardo the Samurai Toaster photo
Review: Eduardo the Samurai Toaster photo
Review: Eduardo the Samurai Toaster photo
Review: Eduardo the Samurai Toaster photo
Review: Eduardo the Samurai Toaster photo
Review: Eduardo the Samurai Toaster photo




Legacy Comments (will be imported soon)


Dammit, the art and the concept (toasters killing random enemies for no reason) sounded so good ...
Aw. That's pretty disappointing! I kind of got a sense of that from the screen shots and footage I'd seen. The switchup to shmup-style and the great art sounds interesting. But of course, any game that's going to evoke "samurai" and not focus on swordplay definitely makes for a hardsell to me.

Thanks for the review! Is anyone looking at Swords and Soldiers? I've already got it, and its pretty gorgeous and has tons of personality! I hear it gets harder, but the first campaign has been an acessible and enjoyable breeze. I've love to get a Destructoid opinion on that one
Well, that's unfortunate. =/

Oh well. Go go untapped potential!
reading only that part you wrote before the actual review and the score itself made me say "fuck it, I'll stay up another 5 minutes" and read your entire review.

this is a bloody shame. I was looking forward to this game. (I'm a huge fan of everything you listed yourself as a fan of in this article.)
Thanks for helping me not waste my money.
Though it is disappointing that this game doesn't live up to its awesome name and art style.
It breaks my heart to agree with you Jonathan. This game is obviously a labor of love for the people involved and I applaud them for making a game with original personality. It just isn't fun to play for longer than 5 minutes. I wish them the best and hopefully their next game will build off what they've learned from this one.
It breaks my heart to agree with you Jonathan. This game is obviously a labor of love for the people involved and I applaud them for making a game with original personality. It just isn't fun to play for longer than 5 minutes. I wish them the best and hopefully their next game will build off what they've learned from this one.
@ Tubatic
I haven't tried Swords and Soldiers but I have been tempted. 2D RTS on a console just sounds a bit strange, but it seems to have received rave reviews.

@ Holmes
It's a shame to see a title with such promise in the AV department to screw the pooch when it comes to game-play.

I was looking forward to this as another potential great Wii-Ware title but I guess it won't be joining LIT, World of Goo, Bit-Trip and Lostwinds on my Wii.
Now if it were the winged toaster from After Dark then I would consider this.
Tsk, what a shame
That was a long review for a sub-par game; well done.

Haha, Holmes, I know how disappointed you must have been. As someone who jumps at the sound of anything Super Meat Boy related, you have my condolences.
I haven't bought any wiiware without "trying" it first since I bought Critter Round Up. That piece of shit wasn't even worthy of being an alpha let alone a release. I e-mailed Nintendo in disgust and their response was as expected: No refunds, no demos, please read the nintendo channel to decide if you'll like a game or not.

There have been good-great games on wiiware but most of god awful and with no demos it's easy to lose confidence in it.
@Paroxysm
It's the ultimate example of a hierarchy when it comes to the big 3's game download systems.

XBLA: Perfect; every single game can be demoed
PSN: It depends; some games have demos, some don't, some demos end up in the marketplace months after release
Wii: No demos; buy it and hope you like it! (LOL)
So the toaster is not Holmes´ jam?

too bad.
@Al3xand34: After you said cum review, I lost focus.
@Al3xand3r: Actually I bought it because of a positive review. On the whole (especially when that game came out) wiiware games are far more sparsely and slowly reviewed. And since few reputable reviews sites give much focus to wiiware you're left with idiots on forums. Not exactly a valuable sourse.
I loved the backgrounds and kinda liked the game, but I agree, it would've been way better with more variety in general.
When I bought it there weren't many reviews since wiiware isn't a priority for reviews sites. Did you know none of those reviews on metacritic existed when I bought the game? See how that works?

http://en.wikipedia.org/wiki/Time

Anyway none of what you're saying does anything to counter my point that due to a lack of demos or return policy WiiWare is not something people use confidentially. I've never seen a company work so hard to get people to pirate their products.
Oh dang. A low-ish score for a WiiWare game from Jonathan Holmes? I will definitely stay away from this one.
I actually liked this game. sorta.
And pretty much like john's review up there, I liked the backgrounds, and the doodle levels later in the game. Heck, I even liked the gameplay.
But it was much too easy. :\
But the style is so pretty, and I'd love to be running around those backdrops...

...

Nah, I guess its a miss from me. I expected something with more substance, but I guess it didn't deliver. At least they got half of the game right..
We have a wiiware fanboy over here, the downloadable games should have demos period.
Disappointing? That sucks. :(
I didn't think this game would suck that bad. That's what they get for not including a scoring system/admirable difficulty.
Did you play with controller?
because controller is unplayable
I love some of the stuff WiiWare has put out (World of Goo and Mega Man 9 especially) but this is an example of why they need to allow demos. If I hadn't read this review, I might've been compelled to download this game. It's not exactly to find reviews of Wiiware stuff, so it'd be really useful to know.
And this is coming from somebody that will defend Nintendo at pretty much every turn.
This game sucked in the end, but it was funning playing with tanden bleken but i guess it was only for for an hour.




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