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VectorTwoSix
03 September at 21:51
I want the collector's edition @Tea, even if you just get the one for me. That statue is what I'm after!
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While I’m still upset at Sony, it’s hard not be excited for upcoming games shown at the state of play. Revelation looks mind blowing and I can’t believe we got an actual date for Fate/Extra Record…definitely diving deep into FF Resonance tonight but that was already a day one
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@Tea

I have more expectations.
https://x.com/wario64/status/2095514206267171157?s=46&t=TOzoErG01Lq48IuqVTkGYA
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Glad to see people are still raging over Sony's decision to stop discs. I don't know if it will make a difference but it's worth a shot. Still feels unreal that it's happening…
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See Greed's sibling Square is also at it with a story expansion pass and premium plus version of the already one-split-into-three, FFVII.
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Review

Review: Super Cane Magic ZERO

I want candy.

by Andrew Logue on 31 May, 2019
Reviewed on PC

    1   1

     

With a title like “Super Cane Magic ZERO”, I sort of knew what I was getting into with this review. The game has emerged, after over four years in Early Access, as an absurd, coop-focused action-RPG, with a lengthy campaign and a competitive arena mode for quick-play sessions. It’s an interesting blend of ideas, combining RPG progression elements with pure skill-based gameplay similar to what you'd find in 2D classic brawlers. It mostly works, but the lengthy campaign becomes boring if you play solo, and the core combat loop and wacky humour quickly loses its charm.

First up, the story, or at least as much of it as I remember: A cake wizard, whose only power seems to be making bigger and better cakes, dies. His dog inherits his powers and, unwittingly, releases a string of unpredictable spells every time he barks, slowly destroying the world of WOTF (this is a game that references a ton of internet memes and pop culture). This absurdity continues into the character creation screen (e.g. a baker “with the power of bacon” class), the opening sequence that gets you to grips with the basic controls and RPG elements, and the myriad of other characters and villains you encounter. Your ultimate goal is to find the six witches and wizards of the Academy of Poptarts, before opening the path to tackle the big-bad cane dog.


This is not a particularly narrative-driven experience. Talk to the Poptart wizard/witches' dog, get a hint on where to find them, and off you go.

There’s plenty of charm in Super Cane Magic ZERO, accentuated by the vibrant and distinctive visual style, however, I found the writing and humour wears thin after a few hours (maybe more, maybe less, depending on your preferences). The problem is the campaign is easily upwards of a dozen hours. Thankfully, the game mostly makes up for the lack of a coherent and evolving narrative with entertaining action-RPG gameplay that shines when played with friends in local-coop – either cooperatively in the campaign, or competitively in the arena.

There’s plenty of charm in Super Cane Magic ZERO, accentuated by the vibrant and distinctive visual style...


Super Cane Magic ZERO is an isometric, twin-stick-style shooter/brawler: you sprint around the map, shoot or slash with one of many weapons you'll find, dodge enemies, activate super moves, and – perhaps most importantly during boss battles or PVP – pick up, throw, or eat dozens of objects (including enemies). These could give your character health and stamina boosts (pro-tip: don’t eat an explosive barrel), and most have unique attack patterns when thrown as a projectile weapon. The chaotic combat, paired with the hand-drawn visuals and an abundance of flashy effects, ensure every fight looks impressive.


Combat is fun and fast, and environmental opportunities to damage your foes are always a good choice. It all follows a tried-and-tested action-RPG formula: tear through mobs of weaker foes before circling or strafing around tough boss or elite encounters, chipping away at their health.

The RPG elements are there to give you an edge as foes become increasingly tough and numerous. You’ll equip stat-boosting gear of varying rarity, while gaining experience levels that are used to upgrade skills across seven paths (there are a lot of options but your class skills remain the major differentiator). These RPG elements provide a sense of progression, but your effectiveness in combat remains skill-based. The ability to avoid enemies, dodge projectiles, fling explosive objects with precision, scoff down healing items on the fly, and line up your shots (or melee strikes) are vital to survival.

After several hours spent playing in local-coop, and another half dozen spent playing solo, I began to see the limitations of the gameplay mechanics.


That said, Super Cane Magic ZERO is not only about combat; you can assist NPCs, which in turn unlock new playable characters, and there are a few puzzles to tackle (though these are rarely more complex than “find the right key for the right pressure plate”). The problem? After several hours spent playing in local-coop, and another half dozen spent playing solo, I began to see the limitations of the gameplay mechanics. Super Cane Magic ZERO is not a game I'd recommend picking up for the single-player experience.


You can always load up a quick arena match to bludgeon and toss your friends around, but the campaign is where the meat of the game is found. It's surprisingly lengthy, with a Mario-style overworld map and 50ish locations to explore, supporting 4-player local-coop.

Visually, Super Cane Magic ZERO looks great. It imitates the isometric, perspective-incorrect environments you’d see in 8-bit and 16-bit console RPGs, only with more detailed sprites and animations. It all ran smoothly on my entry-level gaming laptop, with the framerate staying upwards of 150FPS, at 1080p, at all times. I can't say for certain but I'm sure the console version will run smoothly. The only "visual" issue is how chaotic the screen can become - especially the cluttered HUD when you've got a full team of four - however, it takes a while to die to enemy attacks or environmental hazards, so it rarely cost me a life. Unfortunately, there is one aspect of the presentation that disappoints in specific areas. I’m not sure if it’s the high-pitch tones, rapid tempo, or short and frequently looping music tracks, but I’ve not heard such skull-piercing sounds since the 8-bit era.

Overall, Super Cane Magic ZERO is an ARPG that thrives on the chaos of local coop; fun and best played in short bursts. The campaign is lengthy and the RPG mechanics unexpectedly extensive, however, playing solo, you’ll likely tire of the combat loop, limited puzzles, and over-the-top/trying-too-hard writing long before the end. On the upside, it's available cheaply on PC, PS4 and the Switch, and this could be a good pick for Nintendo’s handheld as the game would benefit from shorter sessions and the ability to rope in a second player on the fly.

7
Chaotic action-RPG fun
Deciding between eating or throwing bananas
4-8 player local-coop
Absurd writing and humour...
...that eventually loses its appeal
Gets boring played solo
Some ear-piercing music
7
Reviewed on PC See our scoring policy here

Andrew Logue

So many games, so little time, and such terrible priorities.

See more articles by Andrew

There are 1 comments

Blaze
"Your ultimate goal is to find the six witches and wizards of the Academy of Poptarts, before opening the path to tackle the big-bad cane dog." Uhhhhh.... what is this game? lol

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Overview

Developer

Studio Evil

Publisher

Studio Evil

Platform

PC, PlayStation 4, Switch

Release date

30 May 2019

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