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Raving Rabbids: Travel in Time Sends Cartoon Rabbits Through History — Mostly Well

Rabbids journey through time in a museum of eras, bouncing, shooting, flying, racing and hooking in a wild Wii party game.

By mitch·5 min read
A Rabbid with a duck ring stands before a broken time machine in a museum corridor.

The Rabbids are back, and this time they have a washing machine. Raving Rabbids: Travel in Time sends Ubisoft’s cartoon creatures hurtling through history, from the dawn of the wheel to the moon landing, and it mostly works. The Wii party game is a sequel to the original Raving Rabbids, and it drops the adventure format for a return to the minigame formula that made the series a hit. It is a game about chaos, comedy and a duck ring.

Trailer, via Ubisoft.

The Washing Machine and the Duck Ring

The story is simple. The Rabbids are playing in the museum when a time machine appears, carrying a Rabbid with a duck ring. After a fight over the ring, the player and the Rabbid are warped to the past. The game is a mission to get back to the present while making a mess of history along the way. The ending shows the Rabbid the player teamed up with finding a refrigerator, which he tries to use as a time machine. He puts some stuff on himself and gets zapped by a lightning spark, and the credits roll.

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The setup is silly, but it gives the game a reason to bounce between eras. Each level sends the Rabbids to a historical landmark or event, from the discovery of the Americas to the first flight. The humor is broad slapstick, with the Rabbids causing trouble at every stop.

Five Rooms, One Museum

The game is structured around a museum that serves as a gateway to the past. Players move through five main rooms, each with its own type of gameplay. The rooms are Bouncerium, Shootarium, Flyarium, Runarium and Hookarium. Each room offers a mix of cooperative and competitive games, and each has a number of variations set in different locations and times.

Bouncerium is a physics room where players bounce balls or other objects. Shootarium adds shooting games. Flyarium lets players fly through the air. Runarium is a racing room, and Hookarium involves catching and throwing items. The variety is the strength of the package. Players can switch between modes depending on mood, and the mix keeps the game from wearing thin.

Tethered by Toilet Paper

Some levels are built for teamwork. A level where two players are tethered by toilet paper forces cooperation, since one player’s movements affect the other. That kind of mechanic is rare in the genre, and it works well. It rewards communication over chaos, which is a welcome change of pace.

The game also supports up to four players, with computer AI filling in for any empty spots. Online play is available, though the split-screen multiplayer is where the action feels most alive. Friends in the same room can compete without a console connected to the internet, which suits the game’s party focus.

Waggle-Free Design

Ubisoft has stated that this game intends to be “waggle-free.” Instead of shaking the controller as hard as possible, the designers aimed for deeper mini-games. That decision shows in the controls, which tend toward precision over frantic motion. It is a smart choice, even if it means the game does not lean on the Wii’s signature gimmick.

The result is a collection that rewards skill over luck. Players who master the timing and aim will find themselves ahead of those who just swing wildly. It is a refreshing approach, especially compared to the wave-a-wand style that defined early Wii titles.

Levels Across Time

The level design is where Raving Rabbids: Travel in Time shines brightest. Each era brings its own visual identity, from the Cretaceous period to the Great Depression. The game draws on famous moments in history, including the Titanic in 1912, Apollo 11 in 1969 and the discovery of the Americas in 1492.

The table below compares a few of the game’s standout levels across the five rooms:

Room Level Setting
Bouncerium Kite Experiment in 1750 1750
Shootarium Apollo 11 in 1969 1969
Flyarium First Flight in 1903 1903
Runarium Wild West of America in 1861 1861
Hookarium Discovery of the America in 1492 1492

Each setting is rendered with simple, colorful art that fits the Rabbids’ cartoon style. The game does not try to be photorealistic, and it does not need to be. The historical landmarks are recognizable enough to give context, but the focus stays on the action.

Replay Value and Length

The game offers a fair amount of content, but it does not stretch far beyond its core loop. Players who enjoy the minigames will find plenty to return to, but the format is limited. The game is best enjoyed in short bursts, either solo or with friends, rather than as a marathon session.

The replay value comes from the competitive modes and the online play. Players can test their skills against others online or gather friends for a local match. The split-screen multiplayer is a strong feature, and it is where the game feels most alive.

Where It Falls Short

Not everything lands. The game’s reliance on the controller’s motion sensors can be inconsistent. Some games feel too sensitive, while others feel too sluggish. The balance between waggle and precision is not always struck well.

The story is thin, and the ending is a bit abrupt. The Rabbid’s attempt to use a refrigerator as a time machine is funny, but it leaves the game feeling unfinished. There is no epilogue or payoff, just a zap and the credits.

The pacing can also drag in single-player mode. Without a second player to compete against, some of the cooperative levels lose their purpose. The game is at its best when it is shared.

Final Word

Raving Rabbids: Travel in Time is a solid, if uneven, addition to the series. It brings back the minigame formula with a fresh coat of history-themed paint. The levels are creative, the multiplayer is strong, and the waggle-free design is a breath of fresh air. But the inconsistency in controls and the thin story keep it from greatness.

The game is a good choice for parties, and it holds up well as a casual pick-up-and-play experience. It is not a masterpiece, but it is a fun one.

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