Super Cane Magic ZERO Reviews
Overall, Super Cane Magic ZERO feels like a good game that could have been great. I still enjoyed my time with it, but I feel like if the gameplay was just smoothed out a little more then it would be in my top games list. As it is right now, I still recommend the game for its $19.99 price point. Especially if you have 4 friends for the couch co-op. Me and my friends had an absolute blast. I got about 9 hours of enjoyment out of it, and I’m sure you can get more by going back and finding secrets, as well as playing the minigames with a few friends.
If you're after something a bit lighter on the action RPG pallet, you can't really go amiss with Super Cane Magic ZERO. If Crossing Souls was the Goonies of this genre, then SCMZ is the Monty Python: some jokes hit, some miss, some are too daft and some fall completely flat. But you can tell that everyone involved has had a good time making this, and that is conveyed in the end product.
‘Nonsense’ is the specialty of Super Cane Magic ZERO. The action-RPG tasks the player to save the land of WOTF after a magician’s dog named AAAH inexplicably gains powers and drives it into magic-induced insanity following the death of their owner. Unfortunately, Studio Evil doesn’t seem to know when exactly to reel things in.
Straight out of a time portal, Super Magic Cane Zero feels like an XBLA game that never was.
Super Cane Magic ZERO is a joy to experience. Once you’ve accepted that you’re not in Kansas anymore, you’re in for a wild ride.