
Join two kindred spirits, Fargus the Jester and Nikki the acrobat in a fantastic 3D world of magic and mystery as they bounce, tumble and jump through 18 massive and diverse levels in search of the Wishing Engine!Key Features:Fast-paced 3D platform action in a lush, texture-mapped environment.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Non fraintendetemi, il gioco ha una sua connotazione storica di rilievo e su PS1 pochi sono quelli che non hanno memoria di P: ma se già all'epoca era considerato complicato e dal livello di sfida ben sopra la media, oggi i suoi enormi limiti vengono a galla prepotentemente, rendendolo di fatto obsoleto pad alla mano. In particolare i comandi sono di una responsività tremenda a tal punto da poter contare il delay tra l'input e la sua esecuzione a schermo. Cheers...a un bel pezzo da museo.
Esse jogo fez parte da minha infância e gosto muito dele, mas essa versão da steam sei não, melhor jogar em emulador pra ter a experiência completa, eu deixei rodar a demo sem querer e por algum motivo o jogo crashou o meu pc todo e tive que reiniciar, além disso como é versão de PC ele não vai ter todas as músicas então a melhor experiência totalmente não é por aqui.
Muito bom reviver as memórias desse jogo!
Let me put it to you like this: I put a total of 10 minutes into this port, and in that time the characters probably took less than 20 steps altogether. A majority of it was spent trying to bring up the game's Esc menu in a vain attempt to get controller support working. All I was met with was a black screen that forced me to do a Windows logout every single time. Between the lousy performance, consistent crashes, and inability to play this with my thumbs like a normal human being, I had to refund. The 97 cents I got it for feels better spent on a stick of gum. At least then there's a chance I won't get a cavity and can feel some semblance of victory.
Na minha memória era melhor. Pra matar a saudade de quem jogou na época, se esse não é seu caso, não tem pq compra-lo pois ele esta datado em todos os sentidos.
《魔法草蜢》(Pandemonium!)是1996年由Crystal Dynamics开发的动作平台游戏,登陆PlayStation、Sega Saturn和PC平台。在早于《超级马里奥64》和《古墓丽影1》和《古惑狼》之前发售的它采用当时创新的2.5D视角设计,在早期3D动作游戏发展中具有重要地位。 在现在看来,画质很一般,而且Windows 10并不能流畅的运行。在卡分辨率的情况下,游戏游玩过程中还出现了按键失灵和抽帧的情况,放在如今的眼光来看,是一款不能正常游玩的作品,但对于当时的玩家而言,充满着非常多的美好回忆。在2024年还有玩家以最高达成率通关该游戏,足以证明其当时的质量不低。
Are remakes needed? That is a question that is raised every time a major company like Nintendo or Sony releases a bunch of them for products sometimes available in relatively modern consoles. They could be seen as a cashgrab, an excuse to delist the older ones or a needed accessibility polish. Whatever the case, this game is in dire need of one by now. Pandemonium is among the first exponents of the 2.5D platformer genre. Here the mechanics and platforming operate similarly to a 2D platformer except for the fact that you're in a 3D plane with a camera that you don't control directly. Depending on which path you take you may be able to rotate it, go into the background or foreground respectively. With this one is able to showcase some really cool effects, design exploration focused levels and fill them with secrets for the player to come across. While this is what I'm guessing the direction was going for, it doesn't justify how unplayable this version of the game is. From minor inconveniences like not being able to rotate the camera at will or having a password system instead of save states, to having the game randomly suffer from sudden accelerations, crashes or the inability to properly register an input. With the latter the result is having your double jump, a crucial mechanic in some levels, up to chance for whether it works or not, leading to some really frustrating developments and souring the whole experience. As far as I was able to look up, there was no way to fix these issues completely, at least on Steam. I've been told there are PC ports for platforms like GOG that work a bit better but not perfect. Either way, it's high time a remake is taken into consideration. For now, stay away from this port and if you’re craving for something of the genre that does work consider checking out the Klonoa games.
I really didn't need to buy this seriously Rating: -2/3
Jogo nostálgico. Muito bom!
Pandemonium from Crystal Dynamics is one of those transitional platformers that clearly reflects a moment in gaming history when developers were experimenting with how to move beyond traditional 2D design without fully committing to true 3D gameplay. Built on a 2.5D foundation, it keeps the familiar structure of a side-scrolling platformer while presenting its world through shifting camera angles and fully three-dimensional environments. The result is a game that feels both classic and experimental at the same time, combining straightforward mechanics with a presentation that was ambitious for its era. The game follows two playable characters, Nikki and Fargus, whose journey is driven by a simple but effective premise involving a magical disaster and the search for a way to undo it. The story is lighthearted and slightly chaotic, filled with odd characters and surreal elements that match the tone of the world. While the narrative itself does not carry much emotional weight, it provides a consistent framework that ties together the game’s unusual settings and whimsical design choices. The focus remains firmly on the gameplay, with the story acting more as flavor than as a central driving force. At its core, Pandemonium is a traditional platformer built around running, jumping, and avoiding hazards across a series of linear stages. The controls are responsive, and the basic mechanics are easy to grasp, making it accessible even for players unfamiliar with older platforming titles. The two characters offer slight variations in playstyle—Nikki’s agility and double jump provide greater control, while Fargus relies more on straightforward attacks—which adds a small degree of variety without fundamentally changing how the game is played. The levels themselves are creative and often unpredictable, introducing new visual themes and gameplay twists that keep the experience from feeling too repetitive. What truly distinguishes the game is its visual presentation. The use of 3D environments combined with a constantly shifting camera creates a sense of movement and depth that was relatively novel at the time. Levels curve, rotate, and reframe themselves in ways that give the illusion of exploring a larger space, even though the gameplay remains largely confined to a single plane. This approach allows the game to experiment with perspective in ways that enhance its identity, making each stage feel visually distinct and often surprising. The environments themselves are colorful and surreal, filled with imaginative designs that reinforce the game’s slightly chaotic tone. However, this same reliance on dynamic camera angles introduces one of the game’s most noticeable weaknesses. Because the perspective changes frequently, it can sometimes be difficult to accurately judge distances or anticipate jumps, especially in more challenging sections. This can lead to moments where failure feels less like a mistake and more like a limitation of the viewpoint. Combined with an occasionally uneven difficulty curve, these issues can create frustration, particularly in later stages where precision becomes more important. The pacing of Pandemonium reflects its arcade-like roots, with a steady progression through a series of levels that gradually introduce new challenges. While the game does a good job of maintaining visual and thematic variety, its core mechanics remain largely unchanged throughout. This consistency helps create a cohesive experience, but it also means that the gameplay does not evolve significantly over time. As a result, the sense of novelty comes more from presentation than from mechanical depth. Sound design adds to the game’s personality, with a soundtrack that leans into its whimsical and slightly eccentric tone. The music varies in style and mood, sometimes enhancing the atmosphere and other times feeling somewhat disconnected from the action. Sound effects are functional but can become repetitive, particularly during extended play sessions. While not a standout feature, the audio contributes to the overall charm of the experience. Looking at Pandemonium today, it stands as an interesting example of a genre in transition. It does not have the mechanical refinement or depth of later platformers, but its willingness to experiment with perspective and presentation gives it a distinct identity. It captures a period where developers were exploring new possibilities, and that sense of experimentation is evident throughout the game. Ultimately, Pandemonium is a platformer that succeeds through creativity and visual ambition rather than through deep or innovative mechanics. Its imaginative worlds, unique perspective shifts, and accessible gameplay make it a memorable experience, even if its flaws—particularly in camera handling and difficulty balance—occasionally disrupt the flow. For players interested in retro platformers or the evolution of 3D design, it offers a fascinating and enjoyable glimpse into a formative era of gaming. Rating: 6/10
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