REVIEW

PS2 Review: Chulip

Written by Aaron Auzins
Published February 26, 2007
page 1 | 2 | 3

This is most obviously due to the fact the minor kissable characters are underground dwellers that sport characteristics such as reggae ponchos, rockets coming out of their head, full S & M leather gear and other oddities. Chulip features a Japanese cartoony look, which might drive away those who can't stand the "cutesy wutsey" type of video game.

Chulip is also odd in the way it sounds. Not too many games feature a cappella music but, yet, in Chulip, it just seems to be natural ... and catchy. As the game days progress, evenings feature the creepy squalls of what I think are birds and cicadas. Even though some of the animal ambience can grate the nerves, each time of the day is appropriately represented through music and sound.

A host of other strange sound effects ranging from trumpet fanfares, piano slams and bicycle horns accent different actions and can really bring a smile to the face of a player. Also, much akin to Animal Crossing, all of the game's vocals are spoken in gibberish. While it gives the townsfolk even more creepy, quirky personality, it is yet another feature that could potentially turn a player away from the game.

While running around and kissing raises the character's level, in the end, the game isn't finished until players complete a number of linear tasks to make their way through the game. Here, the game play of Chulip is ultimately where the title will hook or detour players, as it depends on a number of trial and error runs and experimentation with day and night cycles to progress through the game.

Progression is made by completing a set series of events, usually by talking to people and performing a number of tasks for them. However, some of the townspeople won't give you the time of day until your reputation goes up and others are only accessible during a couple of specific hours in the day. Sometimes it can be a little unclear on what exactly players are supposed to do at times and if one doesn't use the game's handy instruction book strategy guide, game play can result in wandering for a good chunk of time.

Much like the point-and-click adventure games of old, there is also an element of trial and error to going through the game's environments. If one doesn't properly explore and view any warning signs, examining an object can result in a deep dishing of pain. Nothing is more frustrating than having to re-do an in-game day's worth of work because a player examined a merry-go-around and lost 16 hearts or to dig around in a trash can for salable goods only to pull out a big piece of poopie that kills them.

page 1 | 2 | 3
Aaron Auzins, better known as "nestlekwik," is an avid gamer and collector who resides in Ohio. He has written video gaming reviews for The Northwest Signal, The Disclaimer, personal Web sites, GameFAQs, BitSmack and on Sony's invitation-only Web log - The Gamer Advisory Panel.
Keep reading for information and comments on this article, and add some feedback of your own!
PS2 Review: Chulip
Published: February 26, 2007
Type: Review
Section: Gaming
Filed Under: Gaming: PlayStation 2
Writer: Aaron Auzins
Aaron Auzins's BC Writer page
Aaron Auzins's personal site
Spread the Word
Like this article?
Email this
Submit to del.icio.us Save to del.icio.us
RSS Feeds
All RSS Feeds (240+)
Comments on this article
BC articles by Aaron Auzins
Gaming: PlayStation 2
All Gaming Articles
All Review articles
All BC articles
All BC Comments

Comments

Want comments emailed to you? No spam, promise! Address:

Add your comment, speak your mind

(Or ping: http://blogcritics.org/mt/tb/60197)

Personal attacks are not allowed. Please read our comment policy.





Remember Name/URL?

Please preview your comment!

Fresh
Articles
Fresh
Comments