Metascore
73

Mixed or average reviews - based on 38 Critics

Critic score distribution:
  1. Positive: 23 out of 38
  2. Negative: 1 out of 38
  1. It's infectious, fulfilling, and cheeky as all Hades, so enjoy the heck out of Vince, and then make some noise for a sequel. [Nov 2003, p.75]
  2. Quite simply the best platform game ever seen on the Xbox. The game fires on all cylinders and delivers a solid platform adventure with hilarious characters and dialogue.
  3. The game provides an interesting take on platform games and has a nice combination of platform-jumping and puzzle solving gameplay.
  4. A lighthearted traipse through New Orleans's fancifully imagined heart of darkness.
  5. Doesn't really have any significant flaws beyond the odd moment of frustration and the occasional gimmicky voodoo power. It's beautifully presented, full of imagination, and delightfully off-the-wall.
  6. It'll take a little while to get the hang of Vince's structure and layout, but he controls so tightly it's fun to get lost for a while. [Dec 2003, p.158]
  7. The sound was actually pretty good. The in-game soundtrack which was heavily influenced by the New Orleans jazz scene was actually quite good and I didn't mind listening to the same songs over and over again as I repeatedly restarted a level.
  8. A better than average platformer with a great look, a lot of atmosphere, and a few interesting twists on the genre.
  9. A challenging yet fully enjoyable platform game. With a name like Voodoo Vince, you don't expect much. But you get much.
  10. Even the many vehicle-based levels are solid enough that you can't ask for much more in a platform game. [Nov 2003, p.159]
  11. Its unique theme and dark humor make it well-suited to gamers (such as yours truly) who enjoy the mechanics of the genre but are aching for a more refreshing and mature thematic backdrop.
  12. 85
    I still feel that the game itself is aimed at more casual gamers, with puzzles simply oozing with simplicity and a linear storyline that is impossible to deviate from, but the overall picture is far greater than this simple summation.
  13. VV has enough going for it - an amiable style, easy control, good puzzles, the platformer conventions, and humor - that it’s time well spent.
  14. The game’s stages range from downright clever to downright simplistic but, overall, Voodoo Vince is a highly original and involving platformer.
  15. Although it suffers from historic platform issues, the humor and character development helps to push through the slow times. Fans of platform games won’t be disappointed.
  16. Graphically the game is smooth and unique and the sound is simply spectacular. While there aren’t many gameplay options and selecting particular voodoo powers is nonexistent, the rest of the game is solid.
  17. Despite its shortcomings (with the emphasis on short), Voodoo Vince is an imaginative and fun platform game, full of wit and charm.
  18. The game could have been "padded" to be about twice as long but the results would have been an inconsistent game. This way the game is short and sweet and top drawer all the way.
  19. Set in Dolby Digital sound the voice overs are done very well, Voodoo Vince has some excellent one liners, but the creature sounds are pretty much standard fare for a game of this caliber.
  20. 80
    So much of it is familiar that it walks a tightrope between being fresh and being too derivative.
  21. A great-looking and fantastic-sounding game, though, unfortunately, it's on the short side.
  22. 76
    The responsive controls, crisp graphics, admirable sound, and early LucasArts-like humor are only slightly marred by a sometimes iffy camera and linear design.
  23. 75
    It's smart, funny, and worth a look. Just don't expect a ton of replay value from Vince -- unless you really want to go through and collect 100 percent of the collectables.
  24. Some puzzles require a more elaborate death, but the concept could have been taken a step further. [Dec 2003, p.82]
  25. A classy package with plenty going for it to satisfy those with kleptomaniac/sado-masochistic leanings.
  26. While the game is entertaining while it lasts, it's on the short side, and with little reason to play the adventure over again.
  27. Though a solid platformer with a unique twist, the length of the game and its high frustration factor doom it squarely to rental land.
  28. 6 / 7 / 6 / 7 - 26 [Vol 815; 30 July 2004]
  29. The "hurt Vince to hurt meanies" premise really shines through in the boss battles, most of which are brilliantly hilarious - but they don't come often enough. [Dec 2003, p.226]
  30. 60
    An enjoyable, though fairly standard platformer, but one that has a great amount of charm to it. You’ll spend an average of 15 or so hours running around, collecting power-ups and items, jumping from high ledges to other high ledges, and fending off beasties along the way. That isn’t very long.
  31. Despite its rather generic opening (that lasts for a good few levels),Voodoo Vince hides a surprisingly good game beneath the standard head slamming and general collecting of random objects inherent in so many others platformers. [Dec 2003, p.125]
  32. This is certainly one offbeat character we wouldn't mind seeing again.
  33. 60
    There just isn't much gameplay in this gaming gumbo to set it apart from the countless other platformers out there.
  34. A good gimmick can only carry a game so far, and Vince simply doesn't have - to speak in the rough language of the streets - enought junk in the trunk to elevate it far beyond mediocrity. [Dec/Jan 2004, p.86]
  35. Another average platformer in a genre waning in popularity.
  36. All this title truly needs is the influence of a few sadistic minds to extend the lifespan with complicated tasks, and give you a sense of satisfaction for making it through hellish platform puzzles.
  37. It plays well, is not overly difficult for younger gamers, and looks and sounds nice enough. Its real drawback is it ends up being pretty standard platforming fare with not much in the way of unique or different features.
  38. As [Vince] laments the formulaic impositions of the game in successive cut-scenes, it only serves to remind you how much of a chore it is to play - and raises the question; why does every platform hero have to be a wiseguy? [Dec 2003, p.108]

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