Developer: Obsidian Entertainment (with South Park Digital Studios)
Release Date: March 4, 2014
I was slightly late to my South Park fandom. The first season aired back in the ancient era of 1997, and I’d written it off as a silly Beavis and Butthead style adult cartoon. While it was quite silly and full of shock value, I didn’t begin seeing its incredibly clever social commentary and political skewering until several years later. Around the time South Park was in its fifth or sixth season I caught up on all the episodes, and I’ve been a diehard fan ever since.
To say I was looking forward to South Park: The Stick of Truth is a big understatement. Developed by beloved RPG developer Obsidian, they were tasked with directly collaborating with Matt Stone and Trey Parker in creating an epic RPG with the look and feel of the show. Licensed games usually fare poorly in their translation to gaming, but all the previews looked fantastic, and The Stick of Truth made it onto my Most Anticipated Games lists….for 2012, 2013, and 2014!
The game had been stuck in development hell for years after its proud announcement, partly due to the dissolution of then-publisher THQ and its acquisition by Ubisoft. Heavily licensed game plus long, tumultuous development typically results in disaster. I’m pleased to say that not only does South Park: The Stick of Truth defy expectations, but it’s easily one of the best licensed video games ever made.
From the moment you jump into the character creator the art style and animations completely absorb you into the world of South Park. The show’s unique 2D cutout animation is in full glorious display, and for the first time you can actually walk around and explore the modest open world of the town. Exploring the town of South Park brought me endless joy (and made me pine for a Simpsons-Springfield equivalent game). Everything is right where you think it is, from the South Park Mall to each boys’ cookie-cutter houses in a row.
The initial hook of the story is related to Season 17’s “Black Friday” trilogy, which ended with direct teases to The Stick of Truth. Though South Park goes in some very funny and dark places with its social commentary and pop culture references, my personal favorite episodes are when the kids are play-acting extravagant events and adventures. They juxtapose their incredibly imaginative and increasingly creative adventures with the equally mundane and crazy backdrop of their lives and town.
The Stick of Truth runs with this theme perfectly as most of the kids in town are playing a Dungeons & Dragons style real-world fantasy game using costumes and household objects as weapons. Entire factions are drawn up, war parties are formed, and you as the new kid in town are thrown into the middle of it. In fact, much of the main story missions are heavily inspired from BioWare’s RPGs as you gather allies from other factions such as the goth kids, the kindergartners, and even the girls. Eventually you’re forced to choose a side between Cartman’s humans and Kyle’s elves, though an even darker event causes the boys to join forces in the end.
Meanwhile you’re free to explore the entire town at you leisure, with only a few locations blocked off Metroidvania-style until you acquire new abilities. The town is a treasure-trove of recognizable locations and hidden goodies, with just the right amount of side quests to add some additional adventuring without overwhelming you with superfluous tasks. I did enjoy collecting friends on Facebook; not only is it fun to find and talk to people but acquiring friends unlocks passive perks.
Loot is everywhere. By halfway through the game I was equipping new weapons and armor sets just about every 15 or 20 minutes, and each one has slots for equipping patches and “strap-ons” to modify them further to suit your needs. It’s an embarrassment of riches and partly lead to the overpowered feeling I quickly gained for most combat encounters.
Combat is designed similarly to Super Mario RPG and the Paper Mario games. When you run into an enemy, be they ginger kids, hobos, mongorians, or nazi zombies, the game shifts to a turn-based JRPG-style battlefield where you take turns using melee, ranged, magic and special abilities. Your magical abilities, of course, are powerful fart attacks that you acquire throughout the game, and are also used to access new areas in the world.
Combat is supported by active button-prompts, letting you dodge attacks and do more damage with the right timing. Abilities utilize active button prompts in various ways, like spinning the joystick to wind up Butters’ hammer throw, or mashing all the buttons to get Cartman to scream various obscenities when he unleashes his electrical V-Chip powers a la South Park: The Movie.
The emphasis on speed and efficiency over tactical depth matches well with the overall gameplay. That’s not to say there weren’t some deep systems involved. Multiple debuffs and status effects were very important in affecting opponents, such as Grossed Out and Pissed Off, and elemental damage could be added to weapons to further take advantage of a foe’s weakness. Armor and shields also played into the combat; often I had to adjust my strategies and weapon mods depending on the area and enemies I was facing.
Once I learned the various combat systems I breezed through most encounters without much trouble. At the end of combat both health and power points are fully restored, allowing you to unleash your powers as much as you see fit. Consumables are also incredibly prolific, and since using one doesn’t take up your turn you can quickly pop a health or buffing potion and still attack.
You’re allowed one supportive party member from a familiar roster of the main cast to join you, and not only can you switch them out on the fly, you can switch them out right in the middle of combat. While you can’t change out their equipment, each hero comes with their own abilities, and I found them all to be fairly useful in different situations. Battles go quickly but the animations are so much fun, and the enemy variety decent enough that they remained enjoyable throughout my 15 hour adventure.
The main story takes place over three days, with each day ending in a large event resembling a dungeon crawl. The first day ends with the classic South Park aliens abducting you, complete with lots of anal probing – resulting in a new anal probe satellite dish to teleport to new places. The story goes in all kinds of really fun, really messed up places – very much appropriate to the series. From infiltrating an abortion clinic and fending off an outbreak of nazi zombie fetuses, to fighting underpants gnomes right under your very noisy, very graphic sex-having parents, the game never shies away from the hilarious shock value that the show is infamous for.
In addition to the many, many references around every corner, dialogue session, and cutscenes the game even adds its own funny jokes, like an incredibly funny on-going gag about Taco Bell as the cover-up to the UFO crash and presenting Canada as a hilariously pixelated 8-bit overworld style map.
It all ends in a fantastic final assault on Clyde’s fortress of doom (a giant tower in his backyard). Throughout several big story missions in the game you’re pitted within the backdrop of an ongoing battle, and I loved how various environmental traps and abilities could be used to affect foes before ever engaging them in combat, sometimes taking whole groups out completely. Seeing the the various kids so passionately involved in their role-playing is pure fun, and the absurdity and seriousness of it all is a fantastic combination that is quintessential South Park. Fans of the show and RPGs rejoice, for we have been blessed with an amazing adaptation.
- Art Style and animations are perfect recreations of the South Park style
- Just as shocking and hilarious as the TV show
- Surprisingly deep combat system that never wears out its welcome
- Tons of loot and customization options
- Exploring the town is sheer joy for fans
- Perfectly paced, with just the right combination of linear story missions and open world exploration and side quests
- Other than a few boss battles, combat is pretty easy
- Summons and Fart Magic are almost entirely unnecessary
- At 15hrs it’s a bit short for a standard RPG, and a few plot threads or events feel a bit rushed or edited (only one crab person in the whole game)