
I played a bit of Rabbids Go Home a little over a week ago at an event for developer and publisher Ubisoft a couple of weeks ago in New York City.
I was going to write a preview, but AJ did a fine job of that already.
I’ve decided to do something different: explain why I’ve gone from not caring about this adventure-platformer to keeping an eye on its progress.
I got my demo of the game from Gabrielle Shrager, the game’s senior writer and a woman capable of making Rabbids Go Home sound like one of the funnier games of the year. She described a plot that sounds like a mix of Katamari and Psychonauts, the Rabbids aggressively scavenging for human beings’ excess stuff through 15 levels based on 15 common neuroses, all for the purpose of piling the collected stuff so the Rabbids can climb to the moon. Why the moon? Because it’s big and shiny.

I had asked to see the game out of obligation, not any longstanding interest in the Rayman franchise or the Rabbids who have starred in a few Rayman party-game spin-offs on Wii. Sure, I’ll check out the Wii exclusive. But I realised halfway through the demo that I was both having fun and laughing a lot.
Then Shrager showed me how to torture a Rabbid in a Wii remote. (See that kind of thing here.)
There’s talent behind this game. The creative director, Jacques Exertier, was the game writer for Ubisoft’s King Kong game and Beyond Good & Evil. The lead game designer was the lead level designer on Ghost Recon Advanced Warfighter.
So maybe I shouldn’t skip this one. I’ll add it to my watch-list. My first impression was a good one. The game is set for a fall release.
















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