

He’s there and he just whisks you away on an adventure. The titular dude with the top hat isn’t even really explained. The game is maddingly uninterested in actually explaining the reason behind the lavish G-rated cabaret-style cut scenes that you’re seeing. It’s such a sensory overload that is so extreme that the experience simply overtakes your desire to understand it, and instead you just roll with it.įor the first hour, I was struggling with Balan Wonderworld because I was trying to make sense of it. It all works, precisely because it is all that abstracted and lacking in cohesion. The idea of a theme park is that you’re swept up in the aesthetics and kinetics of the space, and that’s enough to know that it makes sense that in five steps you can go from a food court to a rollercoaster, and then, right next to that is a churro stand and a 3D film theatre.
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Theme parks are generally organised into small, distinctly themed areas, and people tend to understand how to interact with them and move through them without needing some kind of narrative explanation of what’s going on, or for a giant mouse mascot to come around and tell them that they’re about to enter the Aladdin-themed area, for example.

I suspect the “Wonderworld” in the title is a less-than-subtle reference to a certain series of theme parks around the world (Disneyland, folks. This thing is a colourful, gloriously silly fever dream, and I think I’m fortunate in that, because I don’t really care for platformers, I’ve been able to sit back and enjoy this game for the unmitigated trip that it is, rather than expect it to be something that it clearly isn’t. For that matter, it’s not really interested in being a game, or even cohesive.

I like it because here is a platformer that isn’t really interested in being a platformer. I’m about to say something that, if Balan Wonderworld’s reputation on social media is to be believed, is a cardinal sin: I like Balan Wonderworld.
