Poy Poy
Review from the Net
FUN! That's the first thing that comes to mind when playing this game. I see why it's been compared to BomberMan, it has many of the same elements that made that classic title so appealing. Okay, what's "Poy Poy", you ask? Well, it's a game where four characters are in an enclosed arena filled with various objects. Each character can pick up and throw things, attempting to cause damage to their opponents. When the time runs out, or only one character remains standing, the match ends. There are two modes of play. Exhibition is basically VS mode, allowing up to four players (human or CPU) to compete in any arena with any alterations to the rules the players deem necessary (varying number of rounds, time limit, handicaps, etc.). The "main" game is the Poy Poy Cup competition, and can only be played by a single player. In this mode, the player must win three two-minute matches in each of the arenas of the game, fighting three CPU controlled opponents (they don't just gang up on the human though). This mode of play allows the player to earn money and change other game elements, giving them increased abilities and/or more characters to choose from (all this data can be loaded individually by each player in a multiplayer game) That's the simple explanation. However, there is a LOT more to the game than that. For instance, you have three different ways to throw objects. They can be slammed down on the ground in front of the character for a short range, powerful attack, tossed over a shoulder to nail a trailing opponent or simply "charged" to increase the distance and angle the object is hurled. Winning is equally complex. It's not as simple as "last man standing". No, at the end of the match, points are awarded to each character based on how they did in the game. Accuracy, time survived in round, and number of hearts collected are all measured to determine the "true" winner of the match. Usually, the winner is the last man standing for the simple fact that they were alive the longest in the match and probably hit more accurately than their opponents (both of which contributed to him being the last man standing), but not always. And since the points are totalled over three separate two minute matches to decide the winner of the overall round, characters can always catch up, and sometimes gain a dangerously large lead. Then there is the assortment of objects themselves. They range from the mildly tricky (logs that roll and cut a wider path of destruction) to the outright evil (a giant boulder that turns into a T-Rex on impact, attacking any nearby characters). Oh yes, and there are bombs. Bombs can be thrown to produce an area effect blast on impact, or detonated by hurling other objects into them. Characters hit while carrying a bomb suffer the effect of the hit, and their own bomb, which they drop upon impact...:) There are also crates, which can be broken open to get the items within. However, this is much more important than it might appear. You see, one of the things used to rate performance in a given match is the number of white hearts each character picked up. These can only be accumulated by releasing them from crates (and as soon as the hearts hit the ground, ALL the characters make a grab for 'em) Then there are the arenas themselves. One is a desert with howling winds and the occasional whirlwind. The ice floes are fun, as objects slide around in a merry fashion, and the local penguins love nothing more than pecking bombs with their sharp little beaks. On Easter Island, the large heads move around on their own, and spit out time bombs when irritated. Robot land features a punching robot that spins in the middle, knocking objects away from him and occasionally sweeping the arena with a paralazation beam. The forest is filled with logs, and did I mention that the level with the stony T-Rex takes place in a darkened arena with only occasional sweeps of light? There are initially about six characters to choose from, I've added at least four more by simply beating the game on the easiest level. Each character has a unique mixture of abilities that different players will find comfortable. Additionally, there are an assortment of "psyche gloves" that grant the character a special move (little things, like causing any object they throw to BLOW UP on impact...Or a glove that teleports the object to the air above an opponent...Or one that sends objects merrily bouncing around the arena for a short time, you get the picture). There are 10-15 of these available to the players in a multiplayer game, but in the "main" game, players only get a single glove to begin with. To get more, matches must be won and money earned. Then, new gloves can be purchased and/or old gloves can be upgraded to more powerful versions. Any glove bought or upgraded is available in the VS mode (level 1 versions are available to all players in this mode) Each glove can be upgraded three times, with sometimes surprisingly altered abilities. And, if a level three glove is upgraded, it becomes the "ultimate" version of that glove, complete with new name and changed abilities. Rumor has it that in addition to secret characters, secret gloves can also be discovered through diligent playing. Mixing all these elements yields a game that is deceptively simple looking, yet provides players a tremendous amount of flexibility in actually playing and attempting to win the game. For instance, the main objective is to hit other people while not being hit. However, it's hard to win the game with that approach. Equal attention must be paid to throwing objects accurately and attempting to snarf up hearts whenever they appear. Since the round is divided into three matches, strategy often shifts as characters fall behind or pull into the lead. When falling behind, does it make more sense to break all the crates in hopes of finding stars, or does it make more sense to try pinpoint aiming. In either case, it becomes much more difficult to avoid direct confrontation with opponents (oh, I forgot to mention, characters can also pick EACH OTHER up and hurl them, preferably at a cluster of bombs). Then there is the mixing and matching of objects and psyche glove powers. Discovering new and innovative uses for the gloves can be endlessly entertaining. For instance, "Hail" causes an object to trail sharp ice shards along it's path. But with a bomb, it also explodes on impact, giving a double dose of hurt to anyone near the blast point. The "homing missile" powerup is, of course, lots of fun with bombs, but if a stack of three logs is thrown, they spin wonderfully across the arena before hitting the ground and scattering in all directions. Mixing the varied uses of psyche gloves, objects, play styles and the ever-shifting positions of characters in the arena provides a wonderfully chaotic and changing assortment of possibilities. Needless to say, when choice combos are found, like using the "magic" psyche glove to teleport a boulder above an oppenent who is hiding behind a rock wall, surrounded by bombs, causing it to bounce off his head into the assorted explosives, the feeling of accomplishment and amusement is quite rewarding. All I can say is that this is a wonderfully fun game, and I've only played it SINGLE player so far! I can't wait to get three victi...er..._friends_ over to try it out (especially now that I've got a level THREE magic glove, a Railgun Explosive glove and an assortment of other toys to show them...) BTW: Regarding a post I saw previously about the "overpowered" character; Yes, he's very strong and fast, but it takes him a friggin' eternity to recharge his Psyche abilities, so he can't use his tricks nearly as much as other folks. The old man, on the other hand, recharges almost instantly. He's NASTY in any arena filled with small objects (rock-teleport to victim, bomb-teleport to victim, rock-teleport to victim, etc., etc.) - Pat Dolan
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