Travel In Time is the Rabbids' fifth Wii game in four years, but after they impressed with the entertaining Rabbids Go Home, this latest effort feels like a huge step backwards.
Players can access a bunch of mini-games from the museum hub, all set during key moments in history. These mini-games are split into six categories and each category's games are played with exactly the same controls, so in reality there are only really six mini-games with different game styles.
Trite At The Museum
The games themselves feel generic too. Some of them are standard side-scrolling platformers, where you jump around and use ground-pounds to break walls and earn points. Others are simple shooting games that have you using the Remote pointer to out-shoot your opponents. While each game does change the rules a little, it still feels horribly dated.
The hub is also far too big. It seems the museum was meant to be a vast explorable environment, but it's a dull place with little to do other than collect clock pick-ups, which just unlock concept art.
We're struggling to think of any other game that goes so far out of its way to make things a hassle. Instructions are garbled for the sake of gags, if youw ant to see your stats you have to take a lift before walking along a long corridor. Fancy a costume change? Find the right room, hit a switch and wait for a long animation to display five of them. Don't want one of those? Hit the switch and wait again.
Travel In Time feels like a game that's 70% finished and has been rushed out for Christmas. With a bit more work this could have been a lot tidier. A confusing, disjointed mess.
This is an edited version of a review that will appear in the Christmas issue of Official Nintendo Magazine. For more in-depth analysis and screenshots buy the magazine here.