<p dir&equals;"ltr">There are plenty people who argue comedy and video games don’t mix&period;  Sure&comma; there is the occasional exception&comma; but there are far more examples of comedic failures in video games than successes&period;  While I may not agree with the notion that comedy and games can’t get along&comma; Jazzpunk does not prove my point&comma; though it does not dissuade me that comedic games can’t work&period;  While not the first effort from Necrophone Games&comma; Jazzpunk is easily the largest-profile game that the duo of Luis Hernandez and Jess Brouse have produced&period;  Not only is it the biggest game for Necrophone&comma; it is equally a big release for Adult Swim Games whose catalogue usually includes online games and smartphone applications&period;  At the indie-standard price of &dollar;14&period;99 Jazzpunk is an evolution for publisher and developer alike&comma; while both deserve respect for the ballsy effort&comma; the final product doesn’t quite shine through&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135805 " id&equals;"quads-ad135805" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">Jazzpunk is more than a game&comma; it is an attitude&period;  Necrophone seems to go out of their way to smirk at video game tropes&comma; but their scattershot development lacks focus&period;  It is hard to categorize what the game looks like or how it plays&comma; because it is so busy being bored with itself that it jumps around at a mile-a-minute pace&comma; hastily building thematic elements to make sense of its world&comma; then dismissing them in search of something better&period;  The aesthetic supports this by being a jumble of different ideas brutally shoved together&period;  Rooms are claustrophobically cluttered with random things and people to interact with&comma; a veritable fun house of toys&period;  It is all communicated through an art style that feels less like it is trying to communicate a world and more like it is interested in being different than the place before&period;  There’s some subtle hints to indicate that you’re in a cold war era world&comma; but little subtext to suggest what kind of world that is&period;<&sol;p>&NewLine;<p dir&equals;"ltr">If you think the art in Jazzpunk is an assault the senses&comma; the gameplay is every bit as strange&period;  The game pretends to be an exploratory puzzle game&comma; in the same vein as Gone Home&comma; but there are enough quirky instances that are deeper than the game’s simple nature would suggest&period;  The most obvious examples are the mini games hidden throughout Jazzpunk&comma; like a wedding version of Quake where you battle enemies with champagne bottles or a fight against a car which is a nod to Street Fighter&period;  The games are a mixed bag of fun&comma; not really explained&comma; but completely optional&period;  Sticking the sections of the game you must play&comma; Jazzpunk pushes you to walk around and meddle with objects made available to you&period;  It will tell you when to sit down&comma; or interact with something&comma; but at times it will leave stay mum&comma; making you toy with its bizarre atmosphere&period;  Discovering these puzzles and wandering through Jazzpunk’s insanity can be fun at times&period;  The game is so obsessed with moving things along&comma; it always feels like something new is just around the corner&period;  Bored with this sushi kitchen&quest;  Don’t worry&comma; soon you’ll be at a tropical resort&period;  Bored with this resort&quest;  Soon you’ll be shooting champagne at bots&period;<&sol;p>&NewLine;<p dir&equals;"ltr">The problem is that Jazzpunk almost seems bored with its entire self&period;  It will rush you through whatever objectives you have at that minute&comma; only to shove something completely new in your face&period;  Its fun enough&comma; but when forced to actually reflect on the time spent with the game&comma; one can’t help but feel the experience was frivolous&period;  It feels like this statement of fleeting interest and lack of depth is Jazzpunks point&comma; to show you how shallow video games really are as a medium&period;  It would almost go hand-in-hand with its whimsically satirical humor consistently demonstrated in Jazzpunk&period;  It is hard to assign too much meaning to any aspect of the game as it appears Jazzpunk isn’t trying to take itself too seriously&period;  So again&comma; you’re confronted with the painful realization that your entire time with the game is rather pointless&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">The exclamation point to Jazzpunk’s wandering bizarro world is its story&period;  It might be unfair to say the story is confusing as&&num;8211&semi;again&&num;8211&semi;that seems to be the point of Jazzpunk&period;  The game plops the player in the shoes of a spy&comma; Polytron&comma; who is infiltrating communists…I think&period;  Polytron’s descent into the rabbit-hole of Jazzpunk is passive&period;  He must save humanity because he is told to&comma; he must get the file because he is told to&period;  There’s no agency&comma; nothing to really relate to&comma; but who cares because in ten minutes you will be doing something completely unrelated to your current objective&period;  Jazzpunk shoves you through its world&comma; dangling dumb things to laugh at&comma; and hoping you enjoy the ride&period;  The game almost assumes that each story point is uninteresting and that the players needs something else to stimulate them&period;<&sol;p>&NewLine;<p dir&equals;"ltr">There’s nothing wrong with Jazzpunk’s ever-changing nature&period;  There’s possibly a handful of people who would enjoy its crazy world&period;  The rapid-fire change of objective&comma; in some ways&comma; is a credit to the talents of the designers at Necrophone&period;  However&comma; the game constantly seems to be making sure its audience isn’t bored&comma; unsure of its own premise&period;  I was spending too much time trying wrap my brain around who and where I was that I never actually got a moment to laugh at some of the jokes Necrophone planted&period;  Jazzpunk seems to be going for the Monty Python style of bizzarro humor&comma; but its insecurities wrap up the package in cellophane&comma; making the humor unnatural and forced&period;  You can almost feel the developers hoping you will laugh at the sheer ridiculousness of certain moments instead of constructing something you would find organically entertaining&period;<&sol;p>&NewLine;<p dir&equals;"ltr">Comedy can exist in games and Necrophone can deliver the comedic experience that it is aiming for in Jazzpunk&period;  What is lacking is the surefooted narrative&period; 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Josh Hinke is a part time centaur trainer in Hollywood, while going to school full time to be a professional Goomba. In between those two commitments I write about video games and cool things, like pirates and dragons and dragon pirates.
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