Balan Wonderworld box art

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Balan Wonderworld

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Balan Wonderworld

Mar 25, 2021

Main game

1.70 average rating based on 27 ratings

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Balan Wonderworld is a wondrous action-platformer game themed around a mysterious musical theatre. The stars of the show will use special abilities from a multitude of characterful costumes as they adventure in the bizarre and imaginary land of Wonderworld. Here memories and vistas from the real world mix with the things that people hold dear. Twelve different tales await our stars in Wonderworld, each with their own unique quirks. They will explore all corners of these labyrinthine stages, using all the tricks and gimmicks hidden along the way, to get to the heart of each touching story.
Release Dates
Mar 25, 2021 (Europe)
Nintendo Switch
Mar 26, 2021 (Worldwide)
Nintendo Switch, PC (Microsoft Windows), PlayStation 4, PlayStation 5, Xbox Series X|S
Mar 26, 2021 (North_America)
Xbox One
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User Stats
179
In Collection
33
Wish Listed
3
Playing
72
Backlogged
How Long Is Balan Wonderworld?
Main story: 12.4 hours
Total completions: 1
toddler
toddler gave Mar 11, 2022
toddler gave Mar 11, 2022
The Case for the Defence

I liked Balan Wonderworld.

I’m as surprised as anybody, believe me. It was weird and dumb, brilliant and asinine, but ultimately it was just good fun. Jumping on a bandwagon online is just about the easiest thing in the world. I understand being deliberately contrarian online isn’t much harder at all, so please know this is not my intent.

Balan Wonderworld is a colourful 3D platformer from a bygone era: hubworld, collect x number of items to progress, boss fights: we’ve seen this all many times before. The gimmick is the costumes, 80 of them to be exact, each of which has one (and only one) function. Herein lies a lot of the criticism I’ve seen: that some costumes are useless, that many costumes can’t even jump, that some are duplicates. These complaints are not without merit, though the incredulity of certain commentators is, in my estimation, way out of proportion.

I don’t find anything fundamentally wrong with the idea of single button play. Simplistic gameplay is not in and of itself a criticism. For every blood-curdlingly difficult game I enjoy, I find a relaxing adventure just as appealing. Certain costumes are admittedly very context-specific, though I think this was …

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I liked Balan Wonderworld.

I’m as surprised as anybody, believe me. It was weird and dumb, brilliant and asinine, but ultimately it was just good fun. Jumping on a bandwagon online is just about the easiest thing in the world. I understand being deliberately contrarian online isn’t much harder at all, so please know this is not my intent.

Balan Wonderworld is a colourful 3D platformer from a bygone era: hubworld, collect x number of items to progress, boss fights: we’ve seen this all many times before. The gimmick is the costumes, 80 of them to be exact, each of which has one (and only one) function. Herein lies a lot of the criticism I’ve seen: that some costumes are useless, that many costumes can’t even jump, that some are duplicates. These complaints are not without merit, though the incredulity of certain commentators is, in my estimation, way out of proportion.

I don’t find anything fundamentally wrong with the idea of single button play. Simplistic gameplay is not in and of itself a criticism. For every blood-curdlingly difficult game I enjoy, I find a relaxing adventure just as appealing. Certain costumes are admittedly very context-specific, though I think this was somewhat inevitable once the gimmick of multiple costumes was set. It could have been improved, but not a gamebreaker.

I do not wish to paint a picture that I think Balan Wonderworld is somehow a misunderstood masterpiece. It is not. There are a couple of bewildering oversights which even a nominal amount of playtesting would surely have rectified.

First, losing the jump function on certain costumes is definitely jarring. It is therefore possible to have no jump function in any of your currently equipped 3-costume rotation. It should be noted this can only happen through player carelessness as you are in control of which costume gets removed when you pick up a new one or losing costumes by taking damage. In my playthrough, this happened to me a grand total of one time. If I tore down any game where I felt the need to deliberately die once, I’d be a sad individual indeed. Yet for the life of me, I do not understand why switching back to the no costume is not an option to alleviate this. The levels are (almost) always designed such that they can be traversed with costumes you can find locally (stairs and ramps where appropriate), but this is still a glaring omission.

There is also the fact that you lose your currently equipped costume when you die. This is certainly annoying, forcing backtracking to the nearest checkpoint at best, or if you have none of that specific costume left and you really need it, heading to another level at worst. Why not at the very least have unlocked costumes available permanently at checkpoints? Again, such a simple quality of life solution that a round of quality assurance would have brought up.

There are also completely unnecessary QTE sequences scattered through levels: again ask a few playtesters what they think about them and remove them accordingly. The less said, the better.

On to much stronger ground, the bosses are genuinely fantastic. Their designs are detailed, appropriate to the theme of the level and animated perfectly; the accompanying music is equally brilliant. I also loved that you are rewarded with more trophy collectables for damaging the boss in 3 different ways, turning each boss into a 3-piece puzzle. The only downside to this (like many games) is once you know the pattern the boss becomes trivial so there’s no reason to return.

The levels themselves are a typical mixed-bag for a 3D platformer, some better than others. What strikes me as odd is what may have led to the initial negative reaction, snowballing into what we see now: the demo. The three levels in the demo might very well be the three worst in the whole game. Not to mention, with limited costumes early on, full exploration is impossible. The demo shows a poor reflection of the game and then blocks you from even exploring that. I wonder how many opinions (including professional) would have changed if they’d gone past these levels?

I’ve mentioned some good and some bad, now onto the weird. Full disclaimer, I love me a bit of weird in video games, but holy hell the choreographed dancing threw me a loop. Upon completing a chapter, the protagonist and main character of that world team up and dance off. The two slowly come together, this being particularly weird when the first one you see is your young protagonist and a middle-aged male farmer heading towards each other like long-lost lovers, and disco. In another life, this is the sort of shit cult classics are made of.

The game needed more time in the oven, it needed more testing, improved performance and a competent marketing strategy. That this did not happen may be a sad indictment on the state of the industry and the perceived lack of value of certain genres.

There is no doubt that Balan Wonderworld is flawed, and yet I do genuinely believe there is something good at its core. Despite all the issues, the bosses are great, the levels are (predominantly) distinctive and creative, platforming is fun, and it all looks and sounds brilliant! If these are not the main ingredients of a great 3D platformer, then I’m lost. The strange design choices around that core are a mixture of wonder and bafflement, but I, for one, do not wish for an industry unwilling to try weird things.

Sixty dollars was dumb as fuck though.

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BMO
BMO updated their status Aug 1, 2022
BMO updated their status Aug 1, 2022

After enjoying one supposedly mediocre 3D platformer, New Super Lucky’s Tale, I’ve decided to give Balan Wonderworld a second chance. I didn’t enjoy the demo and I know that Yuji Naka was basically muscled off the project so the end product doesn’t align with his vision, at least it’s done now and potentially more enjoyable and fleshed out than the demo.

maeday
maeday updated their status May 3, 2022
maeday updated their status May 3, 2022

Girlfriend really wanted it, so we bought it. I have no earthly idea what's going on in this and somehow that's exactly what I want from it.

BMO
BMO updated their status Jun 4, 2021
BMO updated their status Jun 4, 2021

Report: Balan Wonderworld Creator Yuji Naka Is No Longer With Square Enix

No idea if his departure has to do with the game's lack of success, but the main reason I am posting has more to do with the following figure:

Per Destructoid, sometime after its release the misbegotten platformer had sold only about 2,000 physical copies in Japan

I don't know if the Japanese are particularly known for buying physical copies of games over digital ones, but 2000 seems exceptionally low regardless.

Alphadoriest
Alphadoriest updated their status Mar 27, 2021
Alphadoriest updated their status Mar 27, 2021

So... what's happening to the reviews with this one? Released yesterday and only one review I can see. Could be that even the Yuji Naka name couldn't make this a review priority? Or demo feedback perhaps even had them delay key distribution?

To echo the other statuses here, I thought the demo was truly... baffling.

ElectronicJourneys
ElectronicJourneys updated their status Feb 2, 2021
ElectronicJourneys updated their status Feb 2, 2021

Just played the demo, and I'm speechless. Technical issues aside (which are understandable in a demo), the game is just pure garbage. The controls are sloppy, the level design is puerile, the one-mechanism-at-a-time gimmick is just about the worst design concept I've ever seen implemented in a 3D platformer, the motion-captured animations are all kinds of uncanny-valley-grotesque, the art is amateurish, the way the environments contort around you as you walk through them is nauseating, and the amount of laziness and cut corners is so obvious it's practically shouting at you through the screen (just look at the way NPCs fade into nothingness when you get near them so the programmers didn't have to add in any interactions with them!!). Seriously awful. Unwishlisted harder than I've ever unwishlisted a game before.

Reset_Tears
Reset_Tears updated their status Jul 24, 2020
Reset_Tears updated their status Jul 24, 2020

So right after I finish another playthrough of Nights into Dreams, Nights's brother in a top hat shows up:

Great to see a big studio taking a crack at the 3D platformer genre again (something other than Mario). Looks fun and whimsical, grand and delightful.