GetClose is one of those titles easier understood with a controller in hand, or in this case hands.  A multiplayer only release, GetClose requires two people to share the same GamePad.  This makes for some “interesting” competition to say the least.  While offering nothing to solo gamers (and strict limitations for co-op ones), fans of local multiplayer are the audience being targeted.

The action boils down to capturing a crown, which you’ll either be holding for as long as possible, or returning to your home base.  A variety of weapons ensure you and your opponent will be duking it out in chaotic fashion.   Any standard elements take on fresh life due to the GamePad sharing.  If playing with four, two will also share a Pro Controller, and here lies some dual competitive/co-op gameplay – although co-op is disappointingly limited to just a single mode.  The control restrictions mean Wiimotes can’t be used.   With twelve levels (battlegrounds) and different powerups, there’s gameplay diversity in certain ways.

GetClose - Characters

Unfortunately the graphics aren’t as varied as the gameplay.  I don’t have high expectations for a Web Framework game, but GetClose is quite dull looking.  It displays the essential details, but very little else.  Even something as simple as different colors could’ve spruced things up considerably, but instead you’re forced stare at pink the entire time!   Characters and icons are quite small, which wouldn’t be a problem if you were looking at the touch screen.  For whatever reason though the game wastes it by simply displaying scores and other such trivial things, forcing you to look at the television.  Talk about a missed opportunity!  There are some Miiverse stamps however, which I always welcome.

GetClose - GamePad

While the graphics are quite unexceptional, the music fares better.  The soundtrack has variety which the visuals lacked.  While none of the tunes are especially memorable, we enjoyed hearing them while playing.  Assuming you don’t drown out the catchy tracks with frustrated shouting, you should find little to complain about.

I don’t feel like I can add very much more to this review sadly.  Again, this is the sort of game that needs to be experienced to really get a feel for it – a shame there is no demo.  Ultimately the fun you have entirely depends on if you can get the right people to join you.  To be frank, none of the friends that I shared GetClose with enjoyed it very much, even with customization options.  “Once was enough” is among the feedback I heard.  Of course once was not enough for review purposes, but still …  One thing not helping is the process needed to replay a level.  Contrary to directions, hitting the plus button boots you back to the main menu, forcing you to repeat mode, character, and level selections!  It’s another layer to awkward controls.  I will say that the right group in a goofy mood could elevate this from a mildly amusing curiosity into some short-lived entertainment – so long as they can overlook a host of concerns.

GetClose - PN image

As a fan of both multiplayer titles and unique (if awkward) GamePad use, I do applaud the devs for their creative ideas.  I feel the overall experience  of GetClose is gimmicky, and definitely not fully fleshed out, but their hearts were in the right place at least.  The manual says “Currently, GetClose offers 2 modes” which seems to indicate future updates, although presently there are no firm plans.  I hope that changes soon, as updates are needed.   I’d love to see a follow-up with some visual variety, Off-TV play, more co-op options, use of the GamePad that balances creativity with practicality, and other tweaks. Until then you’ll need to decide if you’re among the audience that my friends and I sadly weren’t, for this interesting but very uneven multiplayer game.