![]() On the levels where you have to kill a bear with his own weapon, you’ll need to unlock it first. Sometimes you won’t have a clue how to progress, and other times, the game makes it unnecessarily difficult. The obscurity of some objectives only makes things worse. The first option makes more sense, since you need as much money as you can get your paws on, but it’s also what causes missions to last so long. From there, you can either continue your murder spree and collect as many coins as possible - and risk taking a few too many blows - before exiting and banking your goods, or you can restart the level. Regardless of how clever and calculating you are, botching your objective is a common occurrence. You think it would be easy to complete an objective, considering you’re invisible to enemies when you’re hiding in any of the forest patches scattered around a level - even if they saw you seconds before. You spend much of your time keeping to the woods and sneaking around, taking out bears one by one, finding a disguise, or creating mass chaos. The game is set up much like Hitman: You assassinate these bears in a certain way, and it doesn’t take much for enemies (especially those with guns or in a group) to eliminate you as a threat. At its worst, it’s an exercise in frustration. The game tries to pass off these levels as new by giving them different names, but they’re the same handful.Īt its best, Panic in Paradise is mindless killing of living, feeling stuffed animals. I fed two botanists to their giant, demonic plants, for instance, and turned friends on each other more than once. And sometimes those aren’t even different. It doesn’t take long for the game to establish itself as a repetitive exercise: As cool as the areas are - with their garden gnomes and a cantina blasting Star Wars music (complete with bearified versions of Han Solo, Chewbacca, and Greedo) - you’ll be playing the same five or six the entire time, only with different challenges and themes. ![]() And every time I died, I had to listen to those introductions all over again until I got a few levels in. I sat through explanations about enemy punishment, mission objectives, item-based experience, the in-game shop (which actually sells you the content you’ve unlocked), stat and progress screens, and a recap of Naughty’s trip to the island and his first target - all before I could beat the first level. It not only rushes the opening scene (just saying “Not again!” is not enough of an exposition), but it also bombards players with wordy tutorials before they even have a chance to really play. Panic in Paradise is troubled from the start. You can finish side challenges for extra points, master different equipment (for your head, face, body, arms, and legs) to gain more experience, unlock timed doors with a secret key, and mug bears for new outfits and weapons. The game gets creative with how you can use these disguises, too, often requiring you to take out a target while masquerading as someone else - including wearing their face as a mask.įor a downloadable action-adventure game, Panic in Paradise packs in a good amount to do (expect around 15 hours or more, depending on how much of a completionist you are). Grab someone recognizable and you can mingle with the crowds without scaring them (hearts appear above the heads of those who think you’re their friend) … at least until you start massacring everyone. ![]() They wear tons of great costumes, too, giving you a good excuse to take them into the woods and steal their clothing, hairdo or mustache, and accessories. These bears have a lot of personality - it’s a shame Naughty wants to tear them to shreds. When they’re not wandering around, they’re flipping burgers on a grill, chatting with the other bears, and boogieing on the dance floor. The bears in Panic in Paradise love to party, and you have to admire their spirit: They act like true party animals, peeing in secluded spots and puking behind dumpsters. And of course, the sweetest revenge of all is to drive them insane … and make them kill themselves. Since you’re constantly killing, you’ll be on the lookout for even more ways to make your enemies pay. These deaths are much more gruesome and include murdering a veteran cop with his own Magnum, pressing the local cook into an edible confection, and even giving Chubby the bear the last liposuction treatment he’ll ever need. Each level challenges players to kill in a new way. Naughty can grab an enemy bear and impale him on cacti, burn him in a campfire, or throw him in a dumpster. Developer Behaviour Interactive (formerly Artificial Mind and Movement, which created the original Naughty Bear in 2010) has peppered Paradise Island with loads of ordinary objects turned torture devices.
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