
American McGee's Grimm is sick of how bright and cheery fairy tales have become and aims to fix things. Grimm uses his aura of darkness to transform environments from colorful to dark and gothic, ultimately changing how the story plays out. This week, he takes fire at Puss in Boots and seeks to transform the children's story to something dark and macabre. It works well, but doesn't leave a strong enough impression for repeat play.
For those that only know the Shrek version of Puss in Boots, the original tale involves miller who dies and divides his few worldly possessions among his three sons. The first two brothers, who inherit the mill and the mule (the game calls it an ass and follows-through with a stream of low-brow ass jokes), band together while the third is left with nothing but a cat named Puss. However, the hyperintelligent talking cat comes up with a plan to pull the both of them out of poverty. By dressing up in boots and pretending to be human, Puss impresses the king and his daughter on his master's behalf through gifts, deceit and outsmarting an egotistical ogre.
Puss in Boots makes up one of the better episodes from the Grimm series. The levels don't have the same level of complexity as The Fisherman and His Wife nor does the story have the uncomfortable of A Boy Learns What Fear Is, but that's fine. It seemed like the series was steering towards adding in bigger jumping puzzles, which would have been frustrating, since Grimm doesn't have much jumping prowess. Even with the steady stream of urine that comes out if you leaving him standing still for a second, which marks where he's going to land, doesn't help to make complicated jumping puzzles better. Thankfully, the obstacles in Puss in Boots are difficult enough to be interesting and visually appealing without going overboard. Our favorites include the rabbit hole and the ogre's castle.
Everything else remains pretty much the same. You rush grim through six chapters, transforming the environments from light to dark, so that a cheery fairy tale can be retold with a more malicious tone. Grimm's dark aura gains more power as he changes over the environment, enabling him to convert more objects, including free roaming characters intent on cleaning up his mess. On the downside, we only saw the speed boost power-up once across all six chapters, and it lasts for such a short duration that it's practically useless. Maybe there will be a power-up to increase Grimm's jumping ability in the future to help with the problems. However, we were impressed with the challenge of the final level, where the ogre intermittently tosses spells around to lighten up darkened areas, and the added sense of peril through falling off cliff edges or into bottomless pits. Dying is a minor setback in Grimm and all players lose is time. Speaking of time, even novice players can easily breeze through all six chapters in under half an hour. Players can try to top their best times (GameTap subscribers can have scores posted on a leaderboard), seek out hidden coins, or simply do their best to ensure every nook and cranny gets transformed to darkness, but there's no incentive besides gaining a personal sense of accomplishment.
