Gurumin: A Monstrous Adventure—Scary Monsters (And Super Creeps)

I remember back in 2008, when I first got my PSP, seeing the cute and colorful Gurumin case on the shelves at GameStop. But at that point in my life I was on an extremely limited just-about-to-graduate-college budget, so I made do playing a ton of Monster Hunter. The terrifyingly cute jagged-toothed cat-monster image never left me, so when I saw the game announced for Steam release I knew it was time to discover what I had missed out on.
It turns out not too much. It’s impossible for me to tell if I would have been more tolerant of the game’s shortcomings back when my thin PSP catalogue was all I had to work with. And once again I have a newer, shinier Monster Hunter consuming my mind space.
The game does do something really well for me: invoke the nostalgia of Saturday morning cartoons. Complete with its stiff but serviceable dubbed voices and slapstick cutscenes, Gurumin’s story bits take me back to sitting around on a weekend and watching Mon Colle Knights. All the smart time dilation and stylistic choices for the cutscenes salvaged what could have been a completely generic narrative, making me curious to see just how silly the next scenes could be.
You play as Parin, a young girl who has been unceremoniously shipped off to her grandfather’s place while her parents run around for their jobs. Her grandpa lives in a mining town with no other children around, so Parin finds herself quite bored until one day she comes upon what she thinks is a fellow child but is actually a friendly monster who the other adults in town can’t even see. She is then invited back to their village. Lucky for her this isn’t a Grimm Fairy Tale and things work out.
As the exploration phase of the game continues Parin gains access to an increasing amount of dungeon-like levels when she rescues her monster friends and brings them back items to rebuild their destroyed home with. Early on she’s bestowed a rather unconventional weapon to make use of, a drill, in order to act as the monsters’ champion. You use this drill to attack hostile monsters called phantoms within the 3D level spaces. Some of these phantoms have tricks up their sleeve, like armor demanding you open with powerful charge attacks first, or some phantoms will hurl tough-to-dodge projectiles at you.
Otherwise your obstacles in dungeons are the environmental puzzles, expecting you to suss out breakable walls in order to find hidden levers, usually revealing access to platforming sections. Equipment collection is encouraged in order to negate environmental traps in themed dungeons. Pretty much everything in a stage can be busted up with your drill and chasing down the coins that explode forth can be rather satisfying at first. At the end of the levels you are ranked on how many monsters you popped and how many jars you broke, and are graded thusly. And some levels are stand-alone boss fights, which all are each unique in their own way.