Super Rub'a'Dub Review
Rub a duck.
Version tested: PlayStation 3
It has been five months since the PlayStation 3 was first released, and it's curious to note that support for the Sixaxis controller is still somewhat thin on the ground. Sure, we've had the odd spot of lacklustre optional support (MotorStorm, Virtua Tennis 3, Need for Speed and Q*Bert spring to mind) but there's been nothing to test the Sixaxis motion sensor as a precision controller; no showcase game to suggest that wobbling your joypad about offers anything better than using the bog standard analogue controls. SCEA's flOw boasted full motion-sensitive support of course, but its ketamine-fuelled pace was barely a test of the controller's mettle.
Enter Super Rub'a'Dub; a Sixaxis-based title that charges you with the task of guiding a plastic mother duck around a series of bath-time derived aquatic mazes, popping bubbles to free trapped ducklings and then guiding them through to the exit. Rather than control the maternally-driven fowl directly with the analogue stick, you move about by tilting the entire gameplay arena using the PS3 controller. Everything on-screen not encased in a bubble is affected by your movements, a state of affairs most dramatically demonstrated by shaking the joypad sharply - an action that sends everything flying into the air, useful for levels that require you to jump from area to area.
Clockwork sharks infest the majority of the game's 60 levels and wildly shaking the Sixaxis reaps rewards here too, as all but the largest predators can be tossed onto their backs and then flushed away from the gameplay arena with a skilled twist of the controller. However, the biggest challenges facing you are the ebbs and flows of the on-screen waterways. Here's where absolute control of the Sixaxis is required in order to battle the tides and stay on-course. As you progress into the game's trickiest levels, the power of the tides becomes far more pronounced, accentuating the challenge and pushing the control method beyond its limits and into the realms of gaming annoyance.

The core of the problem is that you never feel quite sure of the accuracy or the limits of the Sixaxis. Just as a current begins to sweep you away, you instinctively adjust the controller to counteract the effect, but you never quite know whether you have enough tilt at your command to successfully battle against the tide. This makes key sections of the game's later stages little more than trial and error, and immensely frustrating. There's also the small matter of the game's water physics being far more precise and potentially impactful than the control method you have to compensate - hit a certain point of a wave at speed and you're sent flying, and there's nothing the Sixaxis can do to stop you and your duckling charges hurtling off the edge of the level. As the controls are not precise enough to let you control how you hit the water in the first place, it all becomes rather frustrating - a test of luck over actual skill.
Control niggles aside, Super Rub'a'Dub has a lot of positives that make it a compelling purchase at its initial GBP 3.49 price point. While the concept is staggeringly simple, it's fun and extremely easy to get into. The Sixaxis control method might feel slightly unwieldy to joypad veterans, but it's different and rewarding enough to feel fresh, and has a mainstream appeal that doesn't alienate core gamers. Graphically, Super Rub'a'Dub keeps things simple, but it's still a good looking game - the water effects are very attractive and the physics make everything look and feel just right. It's also another native 1080p title, with no perceivable performance shortcomings compared to running it in 720p - another technical feather in the cap for UK developers Sumo Digital.

Internet gameplay and simultaneous two-player options are absent, but the online leaderboards do actually increase replay value for a change, as opposed to making you feel like a club-fisted gaming simpleton. It's possible to download and view the best players at work on each level, and this spurs you on to try again and improve your performance, giving you new ideas on how to tackle a particularly bothersome stage. While Super Rub'a'Dub is by necessity a content-lite game, it does feel as though some degree of thought has been put into what it does offer, and you can't help but appreciate that.
We're still waiting for a title to validate Sony's pre-release claims for the Sixaxis concept. All the evidence in Super Rub'a'Dub suggests that for non-demanding gameplay, it makes the grade but the motion sensor just isn't crisp enough for precision control. This does lead to the unfortunate (if predictable) conclusion that Sixaxis is a novelty, with very definite limitations. While the lack of absolute control has the unfortunate effect of making Super Rub'a'Dub a repetitious annoyance when you reach its hardest levels, there's more than enough fun overall to warrant the game's GBP 3.49 introductory price tag. I'm not sure it's worth much more than that though, so you're best off downloading the trial levels pronto and giving them a whirl before the price is hiked on 23rd May.
6 / 10
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Comments (62) Latest comment 3 years ago
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/balance restored
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Hah! Perfect description of fl0w.
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6/10 sounds right to me
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I love my wii, wheres my super paper mario!!
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EG writers are on drugs...
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Same thing goes for this game. I got a 6th position here and there on the leaderboards, and it's definitely very precise. You're just forgetting that your muscles still have to learn about these kinds of controls. After some practice, you can even control the size of your jumps to some degree.
But it does take a while before you master it, and before your brain separates out the different factors at play (the water effects versus the tilt controls, timing of jumps, etc.) - which is rather different for the shark in the bonus levels for instance, for which you need to influence the direction of its snapping jaws.
For this price, the game deserves a much better score.
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Absolutely awful. The most pointless middle-of-the-road crap ever. Even my girfriend thought it was awful.
2/10 from me. And the 2 is for the nice water effects.
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The game is everything i'd expect for £3.50
As for Sixaxis, For games like this and Super Monkey ball it's great, other applications not so go.
From playing this with Sixaxis, and Monkey ball and Sonic and the secret rings on the Wii.
I'd say that Sixaxis' motion sensers are as good if not a little better then the ones found in the Wiimote. Though the difference probably comes from being able to grip sixaxis with 2 hands better then you can the wiimote.
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That's because you're one of only 6 muppets to buy this piece of rubbish.
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No, both PSN and XBLA have MUCH better ways of spending £3.50. And so does even McDonalds.
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I quite like the way that the sixaxis is used in Resistance as well - it totally breaks the fourth wall when you have to do something physical - and works really well as a shock moment (when one of the zombie like guys or the big dog things bite you - you shake them off).
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We get it, you hate this game, so stop slagging off other people just because they like it.
I agree with T4RG4 tho, I think it does seem a bit tacked on at the moment for certain games, tho Motorstorm and Flow are examples of good usage. Warhawk does look fun with the SIXAXIS... I'll definately be downloading that one...
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But anyway.
"It's possible to download and view the best players at work on each level" - how do you do this? I must have missed it.
"...before the price is hiked on 23rd May." - anyone know how much they'll be after this date? What about Tekken?
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From playing this with Sixaxis, and Monkey ball and Sonic and the secret rings on the Wii.
I'd say that Sixaxis' motion sensers are as good if not a little better then the ones found in the Wiimote. Though the difference probably comes from being able to grip sixaxis with 2 hands better then you can the wiimote."
It's an interesting comparison. I'm pretty sure I read a technical comparison somewhere looking at the two, and essentially the actual accelerometer hardware inside the two controllers is exactly the same.
And I don't think there's been any games to disprove that. They're both equally inaccurate compared to thumbsticks. The Wiimote however has it's pointer which makes a difference in some games, but of course the PS3 pad has its second thumbstick and tons of extra buttons which give it an advantage in others.
But yea, I say it's just a matter of time until the PS3 has something similar to Wii Sports on it, remember that game doesn't use the pointer anywhere except the menu. By measuring large gestures it gets away with not being all that accurate, it creates the illusion well. I'm sure we'll see similar uses of the sixaxis.
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Though they could bring out a Sixaxis stick or handle. Could even have tenis racket grip on it. Give that the nunchuk is only £15, making a handle with a d-pad, start and select buttons bluetooth and motion sensors wouldn't cost that much, and be usb'e for more games then a micro phone or guitar.
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never seen Wetrix on the N64 ?
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Peej
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We get it, you hate this game, so stop slagging off other people just because they like it. "
Whatever.
This game still sucks, so stop slagging me off just because I slag other people off just because they like it.
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If you actually read anything I wrote I wasn't slagging you off. Everyone is entitled to their opinion, including you.
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First, much as we love the Wii, it wouldn't be able to handle the game without it being cut down in some way. I suspect those comments are mere fanboy talk at best
Handling wise, once you realise you're controlling the flow of the water, and not the actual duck/shark, it does begin to click. The flow has inertia, so new players tend to overcompensate at first. Looking through some of the replays posted, I can see that a lot of players have mastered the controls and are pulling of some incredible times - and much quicker than we expected!
Dub was designed to be an accessible game to all, for casual players they can plug away at the levels at their own pace, or just slosh the water around. For the more dedicated there are the Worldwide online boards to compete for times.
It might not be everyones cup of tea of course, but then you never can please everyone
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S0L
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"@Woodnotes
If you actually read anything I wrote I wasn't slagging you off. Everyone is entitled to their opinion, including you. "
Yeah I know I'm entitled to my opinion, I don't need to ask your permission, thanks anyway. And I wasn't actually being serious, which I thought was quite obvious. Perhaps you are oblivious to the more subtle humour of something like Curb your Enthusiasm and prefer the humour of Dick and Dom in Da Bungalow.
@ McBradders
Suit yourself, just listen to what you want to hear. I personally save the 'ignore' feature for.. wha the hell you can't see this anyway.
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Good to see Sony justifying that price tag with games about ducks.
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Never said you needed my permission. Dude, take a chill pill.
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Formula One uses Sixaxis superbly, I've been really REALLY impressed by it - and it's a much better game for it, as the analogue sticks were too skitty.
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"Good to see Sony justifying that price tag with games about ducks."
Shame to see pointless remarks like this one...
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"Arwin: "I got a 6th position here and there"
That's because you're one of only 6 muppets to buy this piece of rubbish."
He was talking about Motorstorm. See past your rage, my child.
Wiimote first impressions: lots of potential but a bit jittery at times. A feeling of being a bit disconnected.
Sixxaxis first impressions: less scope but a very tight and accurate experience.
In short: Infra Red 0, Gyroscopes 1
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motorstorm works extremely well with tilt controls. Imho, its far better than the similar implementation found in excite truck.
rub a dub is a crap game however, the water physics and tilt are perfect but there is absolutely no fun to be found here.
Steering toy ships around in bath tub battles would have been a better idea.
wasted opportunity
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Now I'm assuming it's a lot more though. I'll have a look later, when my gf has left the TV.
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Anyway, better than Boom Boom Rocket which is utter s**t.... quickest I have ever deleted an XBLA game. Even Pac-Man stayed longer. EG review tilts are hard to grasp sometimes. Maybe you should do the same as EDGE and aggregate an average score from all your reviewers (not that I believe they do still, but it's more balanced).
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The review itself says all the good/bad points.. enough to make a judgement.. So who cares about the number?
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So a 7/10 for me although I should knock it down to 4/10 because my high scores will no longer register. I got second place on Tricky - Tub 1 for christ sake, but no MossyMos !! Guess I got banned for being too good ; )
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I looked at Tub 03 in Tough, which is where I got a sixth place earlier and looks like I still have it. There are 2347 people in the high-score list, so that makes for at least 2347 people who bought this game so far ... wonder if / when the highscore table maxes out. But they need something to help you scroll through it faster though ...
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Never said you needed my permission. Dude, take a chill pill. "
Don't tell me what to consume via my mouth.
If you think I'm being serious again, then may someone help you smile.
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Almost all the Eurogamer writers came out as either xbox fanboys or retro-lite cardigans during the launch of their myspace clone ego site.
Shame on them for being so partisan and pity us for expecting anything impartial in the future. This site has become the Daily Mail of videogames.
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or maybe they're just a bit bored writing games reviews - that would explain the outbreak of 4th wall-breaking
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When you think that if this was on the Wii, you would be paying near to £30 it puts it all into perspective in my opinion (not that I have anything against the Wii as such, just think it needs more "proper" games).
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Thanks
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But the plot thickens. Now I suddenly have the opportunity to buy the game again in the PSN store. I thought items you bought were removed from the store?
JohnDerby: You should be able to find it by going to the PSN store, pressing the Game tab and selecting Full Games.
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