There are plenty of really creative design touches in
Scarygirl, but it doesn't leverage the 2.5D aspects of the game world that we saw in
Klonoa. You can hurl projectiles along a 2D plane, but the depth in your environment is strictly window dressing. The controls pack a fair amount of complexity, that goes beyond just running around the world and butt-bouncing enemies...
Scarygirl can't actually do any bouncing on enemies. She's equipped to whip enemies or grab them, and can use her whip-like appendage to grapple and hurl enemies or objects in the game world. There are combined techniques you can gain, such as the ability to whip, grab, and constrict an enemy; this has the net result of turning the enemy into a health power-up, which is kind of handy. You can use two distinct attacks, one of which sends enemies into the air, allowing you to juggle them for even more fun. The same appendage can be used as a true grapple, allowing
Scarygirl to play as
Tomb Raider and swing around from treetops and other hanging spots. These techniques all come together during boss battles, which force you to confront larger, stronger enemies that you'll need to weaken and avoid rather than attack directly.
For players unafraid of a platforming challenge that grows steeper and steeper toward the latter half of the game, Scarygirl is a hoot. It's by far the most visually unique game we've seen in some time on any platform. Whether you fall in love with it will depend on your attitude toward some often punishing difficulty, and the "who" of this game is probably a bit more complicated. Younger kids will be drawn in by the colorful visuals, but may be unable to handle some platforming and combat sections. Using the co-op mode helps, but we think the best audience for Scarygirl is likely to be older kids steeped in years of Mario and similar titles, or older gamers looking for something to offset the overly saccharine platforming shovelware titles fed to us on a regular basis.