SPC Highlights

Monday, September 23, 2024

Grapple Dogs: Cosmic Canines (NSW, XBS, PC) Review

We continue our theme of platformers, particularly indie ones, with Grapple Dogs: Cosmic Canines from Medallion Games. I review this title as played on the Xbox Series S.

These Grapple Dogs are out of this world.

The last time we left Pablo and friends, our puppy protagonist had just defeated an evil robot named Nul. After the battle, a mysterious being not-so-subtly alluded that the fight was far from over with a new threat lingering in the shadows. Grapple Dogs: Cosmic Canines picks up immediately from there with a new mission: collect all four Allkrystal pieces before the multiverse as our heroes know it is destroyed by the aforementioned new threat, Vyr--and a new playable character, the brooding, gun-toting Luna.

What follows is that of four worlds, each containing one piece of the shattered Allkrystal, each guarded by one of Vyr's commanders. Though first, Pablo and Luna must venture through several platforming levels both exploration and obstacle course-based to gather enough jewels to open the way to each boss's domain. 

Our protagonist Pablo is getting into the swing of things.

Like its predecessor, Grapple Dogs: Cosmic Canines contains a multitude of levels, featuring an abundance of platforming challenges, and--as expected from the title--points to use each dogs' grappling hook to swing across chasms and over obstacles and hazards. Levels are linear affairs, but there are plenty of opportunities to explore off the beaten path, whether for extra berries--the currency of Cosmic Canines--or more interestingly, hidden jewels and treasure chests containing new skins for Pablo and Luna's grapple hooks. It's to players' benefit to explore levels fully, as these previously mentioned jewels are the means to progress in worlds, opening gates that lead to even more levels.

Venture through the ocean blue (or in this case, the waters beige) of the world map.

Each character has their own separate set of stages to move through, utilizing their unique abilities. Pablo can charge and punch enemies, as well as bounce to generate more height. Whereas Luna's most prominently featured ability is that of her firing her gun, which she can shoot in 360 degrees with the use of the right analog stick. She also has a helpful dash, whether on land or in midair that takes a brief period to recharge before being able to use it again.

Run and gun (or dash and bash) as newcomer Luna!

Levels offer a dynamic range of gimmicks, mechanics, and platforming challenges for players. One level had Luna firing at targets that turned on and off blocks that could be used to either leap on or off of, slide down or climb up wall jump-style, or to block enemy fire or obstacles like lasers. Eventually some multitasking was needed, as I was required to both swing and aim at a target at the same time before making a jump to the newly revealed block created by the shot target. Meanwhile, another level featured a pink and orange shade that turned all characters into silhouetted form. The level would change shades on different beats (also displayed visually with a meter at the top of the screen for less rhythm-inclined players like myself), thus shifting which platforms were stable and solid to stand on.

In addition to level gimmicks, there are various power-ups to be found in Grapple Dogs: Cosmic Canines. Both characters stumble upon them in their respective levels, but the utility in how they use them is different. With the shock power-up, Luna gets what is essentially an electric shotgun, firing short bursts that absolutely demolish enemies that are too close for her comfort. It also charges up light bulbs, which in turn turns on certain platforms to be used. Meanwhile, Pablo's shock power-up form grants him the ability to roll into a ball and glide along electrical panels in an impressive and utterly delightful and fun way. 

Pablo's brand of flame power-up grants him the ability to charge in any direction in fireball form.

Previously, the first Grapple Dog tied the berries that you collected in levels with 100% completion, requiring players to gather them all to fully finish a level. This time around, berries are mainly the currency used in Toni's--Pablo's bunny girlfriend--shop. Here, health upgrades, grapple hook cosmetics, and character outfits for both Pablo and Luna can be purchased. It's nice to have some use for berries in this sequel rather than just having to collect them for a rote completionist purpose. 

Berries are also spent to open up special bonus challenge levels, where a central mechanic or power-up of the game is explored and focused on with greater depth. The goal of these challenge levels is either reaching the level's finish line, or in what comes off as an ode to Super Smash Bros.--whether intended or not--breaking all of the targets or collecting all of the level's berries within a time limit. 

Whereas Luna's flame power-up grants her a freakin' flamethrower! Flame on!

At the conclusion of each world, there is a battle against one of Vyr's righthand commanders. These battles are highly varied. One has a big blob of a boss pursue Pablo as our protagonist performs various platforming feats to reach points in the level where he can deal damage to the boss blob, while another features Luna in a more traditional battle of endurance against a boss with a shield who can only be damaged from above or from behind. The bosses are tougher endeavors than the main game, but they're also incredibly rewarding to beat.

Between completing levels--searching high and low for collectibles--speed-running levels to aim for gold medals, and beating bosses, there is a lot to do within Grapple Dogs: Cosmic Canines. You won't be left wanting for more content. Even after the base game is completed, there are much more difficult post-game levels to explore and complete for the "true ending" of the game. 

Grapple Dogs: Cosmic Canines does come equipped with two helpful accessibility measures for if the game gets too arduous or if players would prefer a breezier time. These are the abilities to nullify damage as well as jump infinitely, making the game and its various platforming challenges less, well, challenging. These can be turned on and off at any time, and there is no genuine penalty for using them.

In my experience with the Xbox Series S version of the game, I did encounter times where my character grappled and glitched unnaturally across the screen and through objects, to the point where the camera did not follow. Additionally, I received two error messages from a system level while playing, both when I used the leaf-grapple just over a ledge. I had to force-quit the game and restart, which was a bit vexing considering how long some levels can feel when you're scouring them for secrets and collectibles. That said, those glitches and errors were rare. 

Pablo goes to the poles (and climbs them, too)!

To me, and I'm sure this is no unique opinion, Grapple Dogs: Cosmic Canines looks the part of a Game Boy Advance game that never was--offering colorful, crisp, and detailed visuals that wouldn't be foreign to Nintendo's handheld. Locales look lovely, whether they're rain-drenched battlefields, futuristic cities full of monkey citizens, or desolate post-apocalyptic deserts. Well, as lovely as something post-apocalyptic can look, that is! The music is full of bops, delivering bouncy tunes and warm vibes when appropriate and foreboding and ominous sounds at more tense moments and levels.

Medallion Games managed to make an even more impressive sequel with Grapple Dogs: Cosmic Canines. The varying play styles of both playable characters has each feeling different and fun to use, the level gimmicks keep things fresh, and the secrets and collectibles are generally fun to find and well hidden. Some minor to maddening glitches and some difficulty jumps may rub some players wrong, but if you do decide to give this Grapple Dog sequel a chance, you'll most likely be in for a dog-gone good time.

[SPC Says: B+]

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