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Review of When Vikings Attack! on PlayStation 3, PlayStation Vita (cross-play supported)

by Tanya Krane Tanya Krane photo Nov 2012
Cover image of When Vikings Attack! on PS3
Gamefings Score: 6.5
Platform: PS3 PS3 logo
Released: 06 Nov 2012
Genre: Fighting (arena melee-brawler)
Developer: Clever Beans; XDev Studios Europe
Publisher: Sony Computer Entertainment

Introduction

When Vikings Attack! is the kind of party brawler that looks at traditional fighting games, shrugs, and says "what if everyone just threw things at each other instead?" Released on PS3 with PS Vita cross-play, the game pitches tiny ragdoll-like civilians against relentless waves of Vikings in compact arenas where the primary currency is whatever object you can pick up and lob. If you're expecting a character-driven epic with deep narrative arcs, you'll be mildly surprised - but if you want a brief, absurd drama about tiny people and their fleeting moments of glory, this game stages surprisingly effective micro-dramas. This review goes rogue by treating the game's inhabitants - the civilians, the roaming recruits, and the murderous Viking horde - like actual characters with story arcs, because frankly, imagining them with interior lives makes the game funnier and somehow more meaningful.

Gameplay

Mechanically the game is charmingly simple: pick up stuff, throw it, and watch populations shrink. Each civilian you control is less of a named protagonist and more of a disposable supporting cast, but when you pay attention the game builds emergent character arcs from that disposable nature. The 'Rise' arc is embodied by stray citizens wandering the arena: ignored extras who drift toward your team and, if you shepherd them right, suddenly swell your troop into a credible force. They begin as background texture - a hat in the corner, a suspiciously helpful grandma - and then, in one triumphant throw, they're the difference between victory and being flattened by a wide couch. The joy is brief and a little ridiculous, and that brevity becomes their character trait. The 'Fall' arc is the game's bread and butter. A single hit knocks out a figure, and certain larger objects can eliminate an entire squad in one humiliating moment. Watching a once-proud cluster of civilians become a smaller, shell-shocked handful as chairs and Viking axes carve through them is almost operatic, if opera were performed by rubber chickens and exploding bombs. There's an unexpectedly methodical nuance to this: bigger objects deal broader consequences; a tossed refrigerator is a Greek tragedy, a spatula is a slapstick gag. The Vikings themselves are less individualized antagonists and more an ever-encroaching doom in the classical sense. Their character arc is simple and relentless: advance, smash, repeat. They are the tide that reveals your true player skill - the cleverness of baiting large throws, the timing of recruiting stray civilians, the art of using special items like explosive bombs for crowd control. In cooperative campaign mode (up to four players), these arcs intertwine. One player's heroic recruitment can be another's salvation after a catastrophic group-wide knockout. The campaign becomes a small theatre of trust and betrayal, with objects acting as props and civilians as tragicomic players. Multiplayer modes (last man standing, survival) shift these arcs into competitive comedy. Each match compresses a lifetime into a few minutes: rise, gasp, regroup, die, and occasionally rise again if you can recruit fast enough. The 'collection extra' mode doubles as a bizarre gallery of costume arcs: outfits that hint at backstories - a chef, a cyclist, a businessman - and invite you to invent identities for those faces before they are flung into the nearest bookshelf. It's minimalist storytelling driven entirely by interaction, and the result is an odd empathy for what are effectively animated paper cutouts. The game can feel repetitive over time - IGN's note about repetition holds up - but within each match there are micro-arcs that create moments worth remembering, especially in co-op where human improvisation makes arcs richer.

Graphics

Visually the game favors clarity and comedic exaggeration over photo-realism. Characters are intentionally small and stylized so the action reads clearly even in chaotic moments, which is crucial when, say, an armchair the size of a house is flying across the arena. The arenas themselves are designed to showcase throwable objects - living rooms, office floors, and other compact stages littered with props - and that design reinforces the gameplay: everything looks like usable ammunition. The presentation leans playful rather than polished; animations sell the slapstick impacts with satisfying pops and ragdoll flourishes. The trade-off is that there isn't much depth to admire if you're into realistic textures or cinematic lighting, but for what the game is trying to do - stage visceral, funny pileups of objects and people - the art direction is spot-on. It helps that the art makes it easy to anthropomorphize the civilians and Vikings, letting you read little stories into their outfits and flailing limbs.

Conclusion

When Vikings Attack! is not trying to be a narrative heavyweight, yet its simple systems create countless little tales of heroism, idiocy, and hubris. Treating the civilians as characters with arcs - the hopeful recruits, the tragedy-prone masses, and the Vikings as an unstoppable force - is more a playful interpretive exercise than a claim that the game has deep storytelling. Still, that exercise pays off: the game's strength is in making you care for transient, funny characters long enough that you feel slightly guilty when you lob a television at them. It is accessible, immediately understandable, and ideal for couch chaos with friends. The downside is the repetition; the novelty of flinging a lamp wears off, and then you sort of start to crave more variety or stakes. If you already own a PS3 or Vita and want a quirky co-op romp that'll produce a dozen memorable moments before you retire it, it's worth a download - especially if you enjoy inventing drama from what the game gives you. Based on the design, the execution, and that sticky half-hour of emergent storytelling it sparks, a score of 6.5 reflects a well-executed premise that could use more reasons to keep you coming back. In the meantime, cherish the small arcs: rescue a stray, become a hero, die in a particularly humiliating fashion, and try again.

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