Having played the demo of the Dreamcast version of Fur
Fighters last year (and being disappointed by it), I largely
knew what to expect from the PS2 version. Fur Fighters: Viggo’s
Revenge has been touted as a much-improved upgrade of the
original. Thus, I went into this game with a mixture of dread
and curiosity. While the PS2 version is (surprisingly) much
better than the Dreamcast original, it’s still not without it’s
flaws.

The storyline is a simple one. General Viggo is looking to
take over the world. Unfortunately for him, standing in his way
are the Fur Fighters…six different animals with big guns. In
order to keep the Fur Fighters out of his business; he kidnaps
their babies in hopes of scaring them into submission. The Fur
Fighters are a fighting lot though, and thus they set out to
rescue your babies and stop General Viggo’s plans for world
domination.
At its core, gameplay consists of a lot of runnin’ and
gunnin’. The game uses the dual analog setup most FPS fans
have gotten used to (one to look, one to run), as well as having
L2 and R2 assigned to strafing. You’ll use each of the six
different Fur Fighters to blast your way through 30 different
levels (divided into six different worlds), killing baddies and
rescuing your babies along the way. Complicating things is the
fact that each baby will only go with an adult of the
corresponding type. Thus, to save a canine baby you’ll need to
be controlling Roofus (the leader of the group) at the time.
Further complicating things is the fact that each Fur Fighter
has a unique capability, and thus will need to be utilized for
certain situations. Roofus can burrow through soft soil, Chang
(a firefox) is small and can squeeze into tiny places, Juliette
(a sassy pussycat) can climb with her claws, Rico (a penguin) is
the only one of the group that can dive underwater, Bungalow (a
kangaroo) can naturally jump higher than the rest, and finally
Tweek (a dragon) can glide through the air. The game also
features a multiplayer mode, but it seems tacked onto the game
and not really that well thought out. With the aiming problems
outlined in the next paragraph, multiplayer doesn’t really
involve a lot of skill or strategy.
For the most part, the controls are pretty tight. The default
controller setup should be familiar to most PS2 users, and while
it’s a bit complicated (as it uses most every button except L3
and R3) most gamers shouldn’t have trouble adapting to it.
Really the only problem with the control setup is found in
aiming. Like most games of this nature, for some reason they
made the aiming way too sensitive. To help compensate for this,
there is a huge auto-aim that will lock onto oncoming enemies
halfway across the screen. In the end this actually hurts things
though (you’d get used to the sensitive aiming), as it
eliminates the necessity for virtually any skill in killing your
enemies.
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