Source: YouTube |
Timing is everything, the famous saying goes. And that brings to my first, rather unique, problem with this party.
Operation: Blackout took place in November of 2012. Operation: Puffle took place in November 2013. If another Herbert event takes place in November of next year, I will be pretty disappointed.
If Herbert keeps striking in the month of November, the plot of the EPF will lose its credibility. Why wouldn't the EPF expect a plot in November? Why would they be caught of guard like they were this year?
My hope is that Club Penguin keeps doing Herbert plots but spreads them out and uses them to fill holes in the party schedule.
Meanwhile, the rooms at the party are as spectacular as ever. While it is a bit sad that some of the rooms are bare, the wilderness is filled with great details. After a little exploring, the paths become natural, which is nice. It's also really nice to see Club Penguin flesh out the world a bit more with showing the bottom of the Fire Dojo. And, it's night time, which is always a plus in my book.
The music at Operation: Blackout goes down as some of the best of 2012 in my book. This party gives the same honor to 2013. The blend between the old music and the new tracks is great, with each one complementing the other.
Club Penguin has worked their magic again and turned a fan made plot into a real story for the site. The way they go about doing this is pretty simple, though nice. Herbert's actual plan is really interesting. I hope that in the future the Herbert plots can be fleshed out a bit more. Plot twists are virtually non-existent at these parties. I do have a few problems with some little things at the end and what this party means for Herbert's overall plot, though (more on that later).
Source: Club Penguin Wikia |
Then there is the Puffle Race game-thingy majig. Like all party games, it's simple. That being said, the art is very nice (though I would have liked more varying scenery and more details like in the Super Hero Bounce game) and the mechanics are simple enough to understand. I never ran into any bugs with the game.
That being said, I'd say the game is a bit unforgiving, especially considering this is supposed to be child-friendly. The exact moment you get to a hill, the horrible screeching sound begins, slowing you down. It would be a lot better if there was some warning for you to stop or perhaps if the game went a little slower (I'd make a "The Flash" reference here, but that's DC and not Marvel). At least it is pretty easy to capture one puffle.
On the other hand, I like the fact that there is the challenge of getting all five puffles. It gives the game good replay value and gives more seasoned gamers something to do. At least it's not like Superhero Bounce, which required you to beat the game to get something.
That being said, I'd say the game is a bit unforgiving, especially considering this is supposed to be child-friendly. The exact moment you get to a hill, the horrible screeching sound begins, slowing you down. It would be a lot better if there was some warning for you to stop or perhaps if the game went a little slower (I'd make a "The Flash" reference here, but that's DC and not Marvel). At least it is pretty easy to capture one puffle.
On the other hand, I like the fact that there is the challenge of getting all five puffles. It gives the game good replay value and gives more seasoned gamers something to do. At least it's not like Superhero Bounce, which required you to beat the game to get something.
The items at this party are good enough, though, to be honest, I may never wear some of them. I was a bit disappointed that the car was only an item and not a game, like I thought based on what some of the promotional pictures showed. I suppose that's what you get when you don't know anything about what's going to happen at the party (which I'm glad Club Penguin kept a secret).
Then there's the finale, which I really liked. The dialogue with Herbert is very neat to read and the Solitaire part is incredibly funny. This small mission-like segment was my favorite part of the party. There are a few small things that annoy me about it, though. One of those is the end game.
Oh, yes. That game. It deserves several paragraphs all by itself.
First off, it makes no sense why an evil mastermind would create something that anyone able to use a computer could solve (Maybe try a password next time, Herbert?). Sure, you could say that it had to be so simple that a crab (Klutzy) could solve it. But then comes the question: why even have a machine to end it all? I see no reason why Herbert would ever bother to let the puffles go. Ever.
And, thirdly, why didn't Klutzy see you and stop you? He was clearly going back and forth collecting coins - you would have been in his sight. Maybe he wanted Herbert's plan to fail, since he was the one who had to work constantly to keep the machine going?
Then, coming back to the real world, why would Club Penguin create this game? After creating a puffle chase game, why make a second one so small? Sure, you could claim that it needed to be easy enough for smaller players. However, if those same players can play the other game, why would this one have to be so simple? Maybe Club Penguin was running out of time and had to put something in?
My initial thought was that this was Club Penguin's claim of educational activities being shown. However, there wasn't much of a challenge for even the smallest of players. Along with the color's word, the color of the key was clearly displayed in the corner of the slot for each one. Those playing merely had to match colors - it would have been slightly educational if it was color to word.
But, anyway....
One of the other problems I had with the finale was how small it was. The in-game mission features (including the neat room changing feature when you go in the vent) were so much of a tease. It's like getting just a square of white chocolate when the entire two pound bar is right in front of you. There was so much potential, yet so little content.
My question is why couldn't this have been what we did the whole time? Instead of puffle chase games with no change in features (it would have been better if they had added new mechanics and scenery with each new puffle's round), why couldn't we do small PSA mission-like things each day, going room to room doing different things? Maybe it's a lot to ask, but I would love for there to be some variation.
My final issue with the finale (It's really sounding like I hate this part, huh?), was the finale of the finale. Herbert being pulled away by the puffles is a nice touch, but it raises some questions....
1) Why didn't you run after the bad guys? You could have caught Klutzy, who just stood there for a moment, and then gotten to Herbert, who was occupied with the puffles, and apprehended him. This could have been the end!
2) How did Herbert get away? Did Klutzy help him get away from the puffles? Did the puffles get bored? Did he somehow defeat them?
3) Where did the puffles take Herbert? That cave doesn't look all that big.
Then there's the finale, which I really liked. The dialogue with Herbert is very neat to read and the Solitaire part is incredibly funny. This small mission-like segment was my favorite part of the party. There are a few small things that annoy me about it, though. One of those is the end game.
Oh, yes. That game. It deserves several paragraphs all by itself.
Source: The CP Guide |
First off, it makes no sense why an evil mastermind would create something that anyone able to use a computer could solve (Maybe try a password next time, Herbert?). Sure, you could say that it had to be so simple that a crab (Klutzy) could solve it. But then comes the question: why even have a machine to end it all? I see no reason why Herbert would ever bother to let the puffles go. Ever.
And, thirdly, why didn't Klutzy see you and stop you? He was clearly going back and forth collecting coins - you would have been in his sight. Maybe he wanted Herbert's plan to fail, since he was the one who had to work constantly to keep the machine going?
Then, coming back to the real world, why would Club Penguin create this game? After creating a puffle chase game, why make a second one so small? Sure, you could claim that it needed to be easy enough for smaller players. However, if those same players can play the other game, why would this one have to be so simple? Maybe Club Penguin was running out of time and had to put something in?
My initial thought was that this was Club Penguin's claim of educational activities being shown. However, there wasn't much of a challenge for even the smallest of players. Along with the color's word, the color of the key was clearly displayed in the corner of the slot for each one. Those playing merely had to match colors - it would have been slightly educational if it was color to word.
But, anyway....
Source: Club Penguin Wikia |
One of the other problems I had with the finale was how small it was. The in-game mission features (including the neat room changing feature when you go in the vent) were so much of a tease. It's like getting just a square of white chocolate when the entire two pound bar is right in front of you. There was so much potential, yet so little content.
My question is why couldn't this have been what we did the whole time? Instead of puffle chase games with no change in features (it would have been better if they had added new mechanics and scenery with each new puffle's round), why couldn't we do small PSA mission-like things each day, going room to room doing different things? Maybe it's a lot to ask, but I would love for there to be some variation.
My final issue with the finale (It's really sounding like I hate this part, huh?), was the finale of the finale. Herbert being pulled away by the puffles is a nice touch, but it raises some questions....
1) Why didn't you run after the bad guys? You could have caught Klutzy, who just stood there for a moment, and then gotten to Herbert, who was occupied with the puffles, and apprehended him. This could have been the end!
2) How did Herbert get away? Did Klutzy help him get away from the puffles? Did the puffles get bored? Did he somehow defeat them?
3) Where did the puffles take Herbert? That cave doesn't look all that big.
But, anyway....
Here comes my penultimate gripe with this party, which I have inevitably compared with Operation: Blackout. That problem is: it doesn't stack up compared to the only other full-blown Operation party.
Sure, that party had the added bonus of being the first Herbert-centric event ever. It also has a leg up given the fact it marked the first time Herbert was meetable.
However, this sequel doesn't do the thing followups are supposed to do: raise the stakes. The last party showed the Club Penguin government crumble, leading to Herbert's suppressive reign. This party, meanwhile, didn't show a sense of urgency. I mean, bless those sweet little puffles' hearts, but it just didn't seem like there was impending doom like there was when Herbert caused the island to become an apocalypse-worthy locale. No penguin was kidnapped. No fun was taken away. (Almost) No need to fear.
But, anyway....
And finally, this party raises the question: what does Herbert really want? Let's review the motives of each of his plots over the years.
- Mission 3: Revenge
- Mission 4: Revenge
- Mission 6: Revenge, Warmth
- Mission 7: Revenge, Warmth
Source: Club Penguin Wikia |
Here comes my penultimate gripe with this party, which I have inevitably compared with Operation: Blackout. That problem is: it doesn't stack up compared to the only other full-blown Operation party.
Sure, that party had the added bonus of being the first Herbert-centric event ever. It also has a leg up given the fact it marked the first time Herbert was meetable.
However, this sequel doesn't do the thing followups are supposed to do: raise the stakes. The last party showed the Club Penguin government crumble, leading to Herbert's suppressive reign. This party, meanwhile, didn't show a sense of urgency. I mean, bless those sweet little puffles' hearts, but it just didn't seem like there was impending doom like there was when Herbert caused the island to become an apocalypse-worthy locale. No penguin was kidnapped. No fun was taken away. (Almost) No need to fear.
But, anyway....
And finally, this party raises the question: what does Herbert really want? Let's review the motives of each of his plots over the years.
- Mission 3: Revenge
- Mission 4: Revenge
- Mission 6: Revenge, Warmth
- Mission 7: Revenge, Warmth
- Mission 8: Revenge, Warmth
- Mission 10: Revenge, Warmth
- Mission 11: Revenge
- Herbert's Revenge: Uhhh...Revenge, Warmth
- System Defender: Revenge
- Hydra Bot Destruction: Revenge
- Operation: Blackout: Revenge, Warmth, Power
- Operation: Hot Sauce: Revenge, Warmth
- Star Wars Takeover: Revenge, Power, Maybe Warmth
- Jetpack Boost: Revenge
- Operation: Puffle: Revenge, Warmth
This list shows just how random Herbert is with his actions. What does he truly want in life? While he obviously wants warmth and revenge against the penguins who have foiled him so many times, does he really want power as some of his recent plots seem to reveal?
Now, I realize that Club Penguin's plots are not meant to be critically thought about. I know this is a children's game where things just happen. I just can't help but think about these things.
But, anyway....
I am glad this party happened. Sure it has a few downfalls, namely the repetitiveness of the events, how short things last, and also those plot holes. But, in the end, it manages to be a pretty good party. It's not one of the greats, though it is not a fashion show. It's just a nice one time event that stands on its own.
We must thank those who threw around Operation: Puffle as a joke for this party happening. Now, if only we could get Operation: Ninja going...
As Billybob would say, Waddle On!
- Chillin43
- Mission 11: Revenge
- Herbert's Revenge: Uhhh...Revenge, Warmth
- System Defender: Revenge
- Hydra Bot Destruction: Revenge
- Operation: Blackout: Revenge, Warmth, Power
- Operation: Hot Sauce: Revenge, Warmth
- Star Wars Takeover: Revenge, Power, Maybe Warmth
- Jetpack Boost: Revenge
- Operation: Puffle: Revenge, Warmth
This list shows just how random Herbert is with his actions. What does he truly want in life? While he obviously wants warmth and revenge against the penguins who have foiled him so many times, does he really want power as some of his recent plots seem to reveal?
Now, I realize that Club Penguin's plots are not meant to be critically thought about. I know this is a children's game where things just happen. I just can't help but think about these things.
But, anyway....
I am glad this party happened. Sure it has a few downfalls, namely the repetitiveness of the events, how short things last, and also those plot holes. But, in the end, it manages to be a pretty good party. It's not one of the greats, though it is not a fashion show. It's just a nice one time event that stands on its own.
We must thank those who threw around Operation: Puffle as a joke for this party happening. Now, if only we could get Operation: Ninja going...
As Billybob would say, Waddle On!
- Chillin43
No comments:
Post a Comment