Sabre Wulf

Sabre Wulf

released on Mar 12, 2004
by THQ

,

Rare

Sabre Wulf

released on Mar 12, 2004
by THQ

,

Rare

The portable resurrection of a classic Spectrum series. The game is separated into two modes of play: the 3D exploration mode and the 2D platforming sections. The 3D exploration mode is how Sabreman gets around the eight different themed worlds of Sabre Wulf. While there are no enemies in this mode, there are plenty of people to talk to, who might help you in your quest. Also strewn about are more than fifty 2D platforming levels, which you can access through the wulf's head tunnels.


Also in series

Pentagram
Pentagram
Underwurlde
Underwurlde
Knight Lore
Knight Lore
Sabre Wulf
Sabre Wulf

Released on

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If this was the direction Rare would have taken an extended Sabreman series revival, then I think this game's proof they were on to something. It's a wildly different interpretation from the original Sabre Wulf, and there's little to no throughline with (what I know of) the later games. But for Rare of this era - trying to rediscover themselves after the Microsoft buy-out, basing a lot of their identity around portable games and recapturing their 90s identity on handheld - it's fairly well in-line with their sensibilities, and a great proof of concept.

Sabre Wulf '04 is a speed-based puzzle platformer. Initially, this seems pretty counterintuitive, and it does take a bit to adjust to the challenge. I think I was about a third of the way in before I became at all confident in my ability to quickly send out creatures, and two-thirds before I was confident experimenting with creatures besides Blubbas and Serpents. But there's a good cadence to a lot of it once you finally get there. There's a good core physics system in place, such that naturally complements the functions of the different creatures. I like also that there's rarely only one viable option; since the puzzles are generally physics-based rather than lock-and-key, the player is encouraged to experiment and figure out ways to best navigate enemy and environmental obstacles. So, for example, while *I* found Bigfoot to be an extremely useless creature, I could see other players getting a lot of use out of him, given how much air Sabreman gets after being punted by the big galoot. That sort of emergent design is really cool to see, honestly! And to top that with a wreck-the-set escape sequence just makes EVERY level feel fun and important and easy to master. Great stuff.

The writing's also quite fun! It's clearly nostalgic in places for the original games, what with the Amulet rhymes and the faux-Middle English spelling, but with a bigger focus on the dry, zany tone that characterized Banjo-Tooie (apt, given that's where we last saw Sabreman). I think it's easy to lose track of some of the different subplots going on - I spent the whole game wondering when I was gonna satisfy the conditions behind Orchids #2-5, only to discover I'd satisfied most of them without really realizing it. But I'm not terribly inclined to complain about having less work to do than expected. Besides, there are a ton of fun little moments here and there, like the mixed-up Druidic Monks worshiping at a place called "Imhotep", or the tea-drinking contest.

I do sort of wish that there was a final boss. Maybe it's a bit too much to ask for some pronounced face-off with the Sabre Wulf or Dr. Doolittle-Goode (great name, by the way) when Wulfie factors into almost every level anyway. But for how much of a presence the Sabre Wulf carries throughout the game, I would've loved to see something underline his presence. And maybe thematically tie together the myriad creatures, too, in some way. I don't know how you'd do this without radically changing up the gameplay experience, but if they'd managed that, it'd be the thing to tip this game over from "great" to a personal favorite. Even without that, though - highly recommended.

Hey, this was released as a 20-year anniversary celebration for the original Sabre Wulf, and now this game's 20 years old. Think it's too much to hope for another series revival?

An underrated gem for the Gameboy Advance. Sabrewulf is a fun, if not sometimes frustrating puzzle platformer game. Before Henry Hatsworth there was this game. Each world has roughly 7 or 8 levels and as you traverse through each one you unlock and find new creatures to use in said levels to help you advance. From a gorilla whose belly you can jump on to gain extra height, to a Phoenix Feather you can use to make you temporarily invincible, to a giant stone golem that can instantly crush anything, makes everything incredibly varied and fun. With that being said, some of the level layouts can be pretty infuriating sometimes with some having an overabundance of enemies in one area or just not having an area for you to quickly catch your breath so you can decide your next move. Aside from that, this game still exudes that Rare charm you've come to know and love. If you've exhausted your usual GBA games, give this a try.

Any isometric platforming is too much.

Sabre Wulf did not need a sequel, but by George we got one, and what a step up! While I certainly wouldn't say that Sabre Wulf is iconic in anyway, it's still a super neat puzzle platformer that has the same kind of charm that most rare games do, despite being a THQ game.

The basic mechanics of Sabre Wulf are as follows, go from point a to point b to find treasure, then run like hell back to point a while a wolf chases you. Despite being formulaic, it honestly doesn't really get old. Getting to the treasure is quite a novelty in the sense you need to use various creatures in your arsenal to clear your way safely to the treasure, and while you do have a limited amount of creatures to use, there are plenty of creatures to get throughout your adventure and add extra into your items in order to not worry so much about resources. While resources are very important in the beginning, the game is also far more tame, and as such makes for a perfect learning curve of resource management and puzzle solving. Being able to use your items effectively is nearly half the game, and while you have all the time to think about how to get to the treasure, you don't once the Wolf starts chasing. Wolf chasing portion is honestly a pretty interesting way to set up some fast puzzle platforming despite the intent first part nature of the game. While you can indeed trick the wolf and somewhat outrun it, it is always chasing you and pressures you hard to think on your feet.

Despite the excitement of most levels, the boss levels in this game really aren't anything to write home about. Largely each boss, including the final boss, are just a race to touch switches as a pool of acid starts rising in a castle like tower, and while I do appreciate the change of pace, overall these levels just make me feel rather dull knowing it's the last of it's world.

While I certainly don't think Sabre Wulf is going to charm everyone, it's still a surprisingly good hidden gem of the GBA days, and well worth your time if you ever need a puzzle fix.