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So by the time I had unlocked an actually useful ability, I had already trained myself to ignore that button. One thing that threw me off about the abilities though is found at the beginning of the game the ability that is equipped is a honk that doesn’t do anything.
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All in all the gameplay is varied enough to be entertaining from start to finish.
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The abilities work like abilities should – some increase movement capabilities, others improve the recharge rate of Mighty Goose mode, and so on. One even throws out machine gun power ups on a pretty frequent basis. There are also companions and abilities included, with the former capable of fighting by your side, delivering some special abilities. Again, regardless of what weapon is in use, even if it is the starter, Mighty Goose mode is fun to use. There is also a Mighty Goose mode that when activated supercharges your current weapon and makes Goose basically unkillable. I had my preferences for certain guns for sure, but regardless of what the game gave me I knew it was going to be stronger than my starter gun and decent enough to use. Something that Mighty Goose does well that so many games fail to do is it makes every gun enjoyable to use. Each spawns with a set amount of ammo and once it’s out you’ll default back to the basic cannon. As you progress there are different weapon drops that you can pick up like machine guns and rocket launchers. The enemy and boss designs are great, and I cannot praise the explosions and particle effects enough, as just about every action scene in the game feels like a Michael Bay film in all the right ways.There are multiple levels that you play through, each with their own unique design. Mighty Goose also boasts some of the best-looking pixelated graphics in quite some time, and it is not just the main characters that are gorgeous, but every little detail. Despite that, the bosses are my favorite part of the game, as they are a wonderful reminder of the SNES days of action platformers while also being incredibly original. This could have been better if stages were cut down and bosses were simply the end of stages, making each stage a bit more bite-sized than they are. You see, stages in Mighty Goose are loooong, and although the boss fights for the most part are excellently designed, fighting the final boss of a stage can be a bit taxing after a long battle through the massive stage and its previous bosses. You are also able to equip a partner and a secondary attack, and once again, more will be available to you as you make your way through the game.īosses are excellent and are sprinkled multiple times throughout stages, which is both a strong positive for me and a slight negative. These contain things like a double jump, faster movement speed, more bullets, and so much more, but you are only able to equip about 3-4 at a time, which means choosing the best option for you may take some trialing. You can customize your loadout, and as you progress, more attachments will be gained. The armory is something you unlock early in the game, and it is one of the coolest parts of the gameplay. Thankfully, if you run out, you automatically go back to your hand cannon, but there are plenty of pickups throughout levels, so running out of ammo for particular guns is not that big of a deal. However, new weapons like machine guns, shot guns, and rocket launchers become available as you progress, and these weapons are limited. The Goose starts off with a standard pistol/hand cannon, and it is honestly a solid weapon that gets the job done.