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Rabbids Go Home

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Rabbids Go Home (Video Game)

This is a strange game.

A very strange game.

Rabbids Go Home is a game from the Ubisoft Montpellier studio, home of game design guru Michel Ancel. This game features the Rabbids of Rayman Raving Rabbids fame — specifically, more fame than Rayman — but with Ubisoft having heard the complaints over the Rabbids' spotlight stealing, this isn't a Rayman game anymore; Rayman himself is completely absent. It forgoes the semblance of Rayman's weird, dreamlike homeland and instead takes place in something resembling the "real" world (for certain values of "real").

The Rabbids live in a junkyard, where they spend their days "BWAAAAAAH!"-ing and, um, playing in a brass band. But they get it into their heads one day to "go home!" And where is their home? Well, since they're patently ridiculous, it must be the moon! (Which has some interesting implications from a mythological standpoint, but that could be accidental.) But the Rabbids aren't generally so good at flying spaceships. So, instead, they decide to reach the moon by... building a giant pile of stuff. Which will then allow them to jump off and land on the moon. It makes sense to them, at least. But where will they get all this stuff? Well, the humans sure have a lot of stuff. And their city is right nearby!

The game plays out like a...hmm. Well, that's actually a good question. Most publications viewed the game as some combination of a Platformer, a Racing Game, and an Adventure Game, so we'll go with that too. Oh, and if it can be considered a genre, Katamari Damacy. You control two Rabbids in a shopping cart. You have to collect stuff. And break things. And collect dogs. And literally scare the pants off humans. And collect their pants. And infiltrate hospitals to collect patients. And collect stuff. ...Did we mention this game was weird?

The DS version is vastly different as it plays out like a puzzle game where you have to place parts like slopes, spring-loaded boxing gloves, bulls and teleporting washing machines to guide an uncontrollable shopping cart with a Rabbid inside around a course to collect everything and land in a toilet. You then have to build the tower by shooting either toilet rolls or football helmets into containers to fill them. The game also changes the reason why the Rabbids want to go to the moon: They found out that they can tickle themselves with electricity thanks to a broken street lamp. Several hours later, they break every street lamp in the area and can't tickle themselves anymore. One Rabbid looks up at the moon and thinks that it's a giant lamp that provides endless electricity, so they come up with their giant pile plan.


This game contains examples of:

  • A Winner Is You: So, you go through the trouble of collecting every single thing to collect in the game, including all the stuff in the different overworlds that you can miss if you don’t know how the overworld works, and from all the brutal levels, especially those with very few Sousaphone Rabbids, bringing the total height of the pile to 31,750ft, and what happens? The new star that appeared on the screen starts spinning. That's it.
  • Abnormal Ammo: In addition to the two Rabbids in the shopping cart, there's also a third Rabbid, whose main function is to get launched out of the Wiimote and at both obstacles and breakable grates.
  • Action Bomb: There are a few bulldogs placed in red suits that bounce and explode when struck by the cart or the cannon. The dog then gets defeated no matter what.
  • Action Duo: The pair of Rabbids you play act as act as a team, with one pushing the shopping cart they ride around in, while the other screams to take out the Verminators and carries all the heavier objects they steal.
  • Amusing Injuries: Shaking the Rabbids up "In Ze Wii Remote". Eventually their facial features and head will start to become deformed. They always snap right back to their previous state after letting you stare at their makeover for a few seconds.
  • And There Was Much Rejoicing: Upon finally blasting the Rabbids seemingly to total annihilation, the humans celebrate in the dump... but their celebration doesn't last long as all of their stuff falls on them all, causing more chaos and near misses, and leaving the humans weeping over the city being left in shambles.
  • Antepiece: Ramps in the first four level have boost pads on them to help you get where you need to. But after the first selection menu has been passed, there's little to no boost pads on ramps for the rest of the game, as you have to learn to use the boost mechanic to get the speed you need.
  • Anti-Villain: The Humans and the Verminators. They are simply reacting to all the mayhem the Rabbids are causing and want to protect their stuff and their city.
  • Asian Speekee Engrish: One of the male NPCs you can encounter talks like this, saying things like "Me gonna go now!" and reciting Confucius quotes.
  • Batman Can Breathe in Space: The Rabbids are completely find in the vacuum of space in the ending... As well a cow, an octopus and a patient too, that manage to be launched with the rest of the stuff with them.
  • Belly Flop Crushing: The Vermijumpers attack this way, by leaping into the air and then coming crashing down belly-first onto your Rabbids.
  • Beware the Silly Ones: While the duo of Rabbids in a shopping cart you play as are no less crazy than most of their brethren, they still manage to singlehandedly bring utter chaos upon a city by constantly stealing important objects much larger than themselves from the populace while also acting as a two-Rabbid-army that easily takes down every Verminator that tries to put a stop to their antics.
  • Big Brother Is Watching: "Smile and be happy! You're on camera. We're watching over you."
  • Blackout Basement: The mission ''Atomic Rabbid Blast." The entire level is pitch-black, outside of a few lights and a small circle permanently surrounding the Rabbids. Driving over puddles of glowing green radioactive sludge temporarily expands this circle.
  • Bleak Level:
    • Atomic Rabbid Blast is pitch-black and quiet compared to the rest of the game. There's little to no music aside from distant machinery noises.
    • The last version of the city centre. There are obstacles and endgame enemies all over the place, everyone is wearing hazmat-like suits, and there is no music coming out of speakers like usual. Additionally, there is an ominous atmosphere in the background. It seems that humans are becoming more serious about the situation.
    • Carry-On Catastrophe takes place in a cold, huge and hazardous warehouse with no one to be seen except for a few Verminators near the beginning.
  • Breaking the Fourth Wall: Moreso than usual for an interactive video game. In this game, you supposedly actually have a Rabbid inside the Wii remote with which you can interact. At certain places in the game, you can also "fire" this Rabbid from the remote in order to destroy hazards, open secret areas, and generally annoy people.
  • Bottomless Pits: A common stage hazard, ranging from drops off the side of buildings to plunges into radioactive pits.
  • Buffy Speak: The Painter Rabbids call the various items you pick up "stuff".
  • Butt-Monkey: Everybody is subject to abuse here. The Rabbids are too stupid to care, but the humans... not so much. Some honourable mentions include:
    • The Funny Background Event characters one can trigger by yelling, to the point of Black Comedy, with people typically falling from scaffolds and down elevator shafts.
    • Characters who appear more than once, such as Barney and the Corporate boss, who gets stolen, or have their money stolen respectively.
    • The Intercom lady, who spends most of the game unseen, but announcing the rules and reminders of the human world, is also stolen like Barney, but during a level where the Rabbids infiltrate the Verminator factory, she acknowledges the Rabbids and gets particularly annoyed that they are ignoring her announcements.
  • Cassandra Truth: The intercom guy from 'Atomic Rabbid Blast' tries to convince his coworker Bob that two deformed rabbits in a shopping cart are inside the reactor. Predictably, Bob tries to test him for radiation poisoning (while quietly picking up a baseball bat.)
  • Colour-Coded for Your Convenience:
    • Each Verminator variant is equipped with uniquely-coloured hazmat suits which differentiate their abilities; Vermijumpers wear green, Vermipenguins wear beige and lack a gasmask, Vermitorches wear blue and Vermitops wear black. Vermitanks also wear green that is mostly obscured by their grey, spiked armour, while the proto-Verminator wears a yellow suit with the head fully exposed.
    • Inflatable items can be either green or red. The former is used to block the Rabbids or cause them to bounce, while the latter is explosive and potentially grow back.
  • Comedic Sociopathy:
    • The Rabbids themselves basically cause tons of mayhem, chaos, and harm to the humans simply to steal their stuff and use them to get to the moon in the wackiest of ways, including "BWAAAAAAAH"-ing, smashing, and running them over.
    • Even the automated voice can fall under this. On the construction site, she seems to be encouraging workers to protect their protective equipment over their own lives.
  • Conspicuous Electric Obstacle: The level Time Is Money Honey has electrified tiles that will make the pushing Rabbid lose control of the cart for a short time, also preventing the other Rabbid to attack. The effects can be ignored thanks to a speed boost.
  • Cosmetic Award: When you beat the game, the Pile of Stuff screen has a grey star at the top and a total that shows how many items are in the entire game. Getting 100% Completion turns that star gold and makes it spin. That's it.
  • Cowardly Mooks: In context, pretty much every Verminator counts, but in gameplay, Chihuahuas will run away from the Rabbids when they are moving in their direction. They will only try to bite them when they have their back turned.
  • Crapsack World: Subtly invoked. Although the city actually is clean and bright, the fact regular automated announcements remind people that they are being watched and "if in doubt, don't" is the order of the day, suggests the Rabbids' universe isn't the best place to live.
  • Critical Annoyance: When you're down to one lightbulb, the icon flashes and you hear a not-so-annoying tone every two seconds, which fades away in about a minute.
  • Cut and Paste Environments: Happens notably with large spacious areas in Furryous Fun and 14-Carrot Rabbid.
  • Degraded Boss: Downplayed with the Vermitank. A single one is introduced quite early in the game, only for them to return as rather common enemies in the mid-to-last game.
  • Did I Mention It's Christmas?: Late November/early December, from the looks of the security cam dates.
    • There is even a Christmas level where the Rabbids steal a Christmas Tree from an office building.
    • The automated voice in the "City" junction level clearly indicates that it's in late November.
  • Earn Your Happy Ending: After gathering a lot of stuff throughout the game, the Rabbids finally make it to the moon courtesy of the humans blasting them there.
  • Earth Drift: Inverted. This game has the Rabbids on a world far more similar to ours, something that would carry over to almost all later Raving Rabbids media, beyond spinoffs such as the Mario + Rabbids series, as well as completely dropping their ties to the Glade of Dreams setting that Rayman is from (to the point Rayman Origins very noticeably does not mention them). That doesn't mean that the game is any less wacky, though.
  • Easter Egg: The song "The Butcher Deejay" from Raving Rabbids can be heard in the "casino" part of Till Rabbids Do Us Cart if you listen closely.
  • The Elevator from Ipanema: 9 times out of 10 when you enter an elevator, the song playing will be "Rivers of Babylon" by Boney M..
  • Elvis Impersonator: One of the last levels in the game, Till Rabbids Do Us Cart, features a wedding in a Vegas-esque wedding chapel, complete with a giant statue of Elvis Presley.
  • Enemy to All Living Things: The Rabbids will even collect living creatures like dogs, pidegons and octopuses, and in the case of the first, they have to first attack them in order to then grab them. One scene even has one of them spin a dog's head around like it's a toy.
  • Epic Fail:
    • Referenced by name in one of the Rabbids' attempts to go to the moon in an ad: the propeller drills one down instead of into the air.
    • It's mentioned again in an ad where a catapult slams the Rabbid in it into the ground, then lashes backwards and knocks one off in the other direction.
  • Escape Sequence: The last stretches of the jet engine levels and the last two cow chase levels has a verminator launch a bomb at you that will go off in one minute, meaning you have to hurry to the end before it explodes.
  • Fastball Special: One of the attacks that can be done in this game is shooting the Rabbid in your Wii Remote like a Rabbid cannonball at objects and humans.
  • Feet-First Introduction: The first Vermitank in Just Plane Dumb is introduced that way, with dramatic music playing at the same time.
  • Foe-Tossing Charge: Vermipenguins will bum-rush you and try to headbutt the Rabbids, pushing anyone else aside.
  • Gas Mask Mooks: The Verminators wear gas masks and hazmat suits. This isn't because Rabbids are toxic, but because the Verminators (like most humans in the game by the looks of it) are germaphobic and obsessive-compulsive. Even some of the civilians wear gas masks after a while.
  • Genre-Busting: Is it a platformer, a racing game, an adventure game, or a collectathon? Yes.
  • Getting Crap Past the Radar: Was rated 7 at launch, and swiftly withdrawn to be rated 12 due to "potentially offensive content".
  • Graceful Landing, Clumsy Landing: At the end of the level "Hold up in the Hanger", two workers at the airport with the last names Smith and Barnes has put up a barrier to stop the Rabbids. Barnes goes over to them first and does over it without much issue while Smith has the falling over animation when he goes over.
  • Grievous Harm with a Body: One of your weapons is a Rabbid that you fire from your Wii Remote.
  • Guide Dang It!: The overworld goes through several phases the further into the game you get, with the stuff changing alongside it. Collecting every single one in all the hubworlds is required to get 100%, something the game never hints at. And you can't try over and over in one phase to make up for all the stuff you missed, once you've collected something, it's only counted for that one time.
  • Hair-Raising Hare: The Rabbids are rabbit-like villains stealing the humans' stuff in comically sociopathic and psychopathic ways to make a pile to the moon.
  • Harmless Enemy: The proto-Verminator does not attack the Rabbids and only tries to dodge their attacks.
  • Heavily Armored Mook: Some dogs are wearing soundproof helmets in the mid-to-end game, protecting them from simple attacks. This requires to land a least one speed boost to make them vulnerable.
  • Helpful Mook:
    • Bombs and projectiles launched by Turrets can be used to defeat them or any Verminator nearby. The former may happen only in Backwater Rabbids and Fetchez la Vache.
    • Most Sanibots have to be lured to a door by leaving tracks on the floor. This activates the switch that opens the door.
  • I Have a Family: Several of the humans plead this when the Rabbids start chasing them.
  • Hub Level:
    • The city centre. While it has a limited amount of small stuff to collect, it more prominently has various exits from it that lead to the level selection screen. The further you go through the game, the more exits open up and the more overtly 'fortified' it becomes - Mooks spawn in certain areas, inflatable barriers are erected, and small but mandatory battles against Verminators stop you from freely passing through some areas.
    • Of note is that each change to the city centre is considered its own level by the game, and each one becomes inaccessible once you progress far enough. So getting 100% Completion requires you to pick up all of the small stuff in each variation of the Hub Level before it changes.
  • Ineffectual Sympathetic Villain: The verminators. They're still the cowardly, neurotic humans they always were. Best shown in their vignette short, where one is tricked into freaking out and entraps himself in his dressing room with his own inflatable barricades.
  • Inexplicably Identical Individuals:
    • All the Santa Joes of the world. Or maybe it's just one guy showing up in a ton of different areas, and he just has a lot of different Santa suits. Hard to say.
    • There is also only a limited number of NPC models, so it's not uncommon to see several of the same types in one area.
  • Invincible Minor Minion: Neatbots and Sanibots are effectively the only enemies in the entire game that cannot be defeated by any mean. The former one, especially, will retentlessly chase the cart down until it reaches a safe zone, and it's one of the very first enemies to be introduced.
  • Karma Houdini: For all the perverted and destructive things the Rabbids have done they never ever get their comeuppance and even get what they were aiming for at the end.
  • Kill Enemies to Open: A common objective. Most levels have areas where the Rabbids must defeat a certain amount of humans or dogs to clear the obstacles that's holding them back. These are optional in only a few levels.
  • Last Lousy Point: Every level has 400 smaller stuff in addition to the XL stuff at the end of them. And while most stuff can be out in the open, they can also be hidden quite tricky, requiring you to search the levels from top to bottom finding every single thing.
  • Lava Is Boiling Kool-Aid: There are three instances in the game where the Rabbids may fall into what appears to be a furnace in the junkyard, red boiling water in a factory, and a volcano replica in a city.
  • Letting the Air out of the Band: Throughout levels, you can find speakers that you can shoot with the Cannonball Rabbid. As soon as they break, the music will cut off until you pick up the pieces, at which point it will be replaced (temporarily) with the Rabbid's usual Balkan brass tunes.
  • Looped Lyrics: The licensed music featured in the game appears to be edited in this fashion, as the same lyrics of songs like Take Me Home, Country Roads and Leaving on a Jet Plane - primarily the choruses - appear to always be playing, and the songs themselves never seen to actually end, as noticed if one is able to hang around an area (such as the city base levels) long enough without destroying a loudspeaker or moving on.
  • Made of Iron: The Rabbids can endure incredible amounts of punishment, most likely because they're too crazed and stupid to know what actual pain is.
  • Mall Santa: Each level has a Santa running around (Santa Joe, to be exact), who takes quite a few hits before he loses all his clothes and items which you can take. He will also shout things like that he will put you on the naughty list if you keep harassing him.
  • Mean Boss: Whoever is in charge of the various work places around the city clearly does not respect their workers. During later levels, you will hear that workers will be given lunch breaks of 10 minutes, and then 4 minutes. And during construction site levels, they will advice their employees to, in case of an accident, take care of their hard hats.
  • Missing Secret: There is only one Rabbid figurine that isn't unlocked via code. How it's unlocked remains a mystery. Getting 100% Completion doesn't even unlock it. Speaking of, getting 100% Completion only makes the tier stars on the stage select spin.
  • Mooks, but No Bosses: Most of the game involves fighting against various enemies that abound in the levels, but there isn't any great threat to hinder your progress. At the last level King of the Pile, rather than challenging a boss before arriving at the top, you get into a fight at the base of the pile against various Verminators and dogs on a 3-phase arena.
    • The closest thing to a Mini-Boss the game can provide are the encounters with the Turrets. They are constantly firing projectiles while being usually surrounded by hazards, and they need to be hit three times.
  • Naked People Are Funny: They never get entirely naked, since this is a family game, but you can strip most humans down to little more than their undies.
  • Nice Job Fixing It, Villain!: After the last group of Verminators is defeated, the humans bombard the giant Stuff Pile with tons of explosives to kill the Rabbids and get back all of their stuff. However, this launches the Rabbids to the moon (their intended goal), while the stuff that the humans want back rain from the sky, nearly injuring the humans as they hit the ground.
  • Nitro Boost: After clearing the first section of levels, you will unlock the ability to dash where making a turn while dashing creates blue sparks at the cart's wheels. Press the B button after this to do a small boost that can be used off ramps.
  • Non-Standard Game Over:
    • Staying too far away from the Mac Beef truck will result in a cutscene showing the truck successfully following the track, resulting in the Rabbids looking disappointed. Then, the level restarts at the beginning of the race.
    • In office levels, not reaching the exit of a limited working space in time will result in the doors closing and Sandra successfully meeting the Director.
  • Noodle People: Every human in this game is very thin, even if the Verminator outfits makes them look fatter.
  • No-Sell: About halfway through the game, humans and dogs will eventually come equipped with large, yellow soundproof helmets that render them immune to the Rabbids' "BWAAAH!!" attack, necessitating a charge attack in order to attack/defeat them.
  • Not So Stoic: Some humans (such as female office workers in swivel chairs) will actually take some delight in the Rabbids' antics, laughing and asking to be spun again.
  • The Nudifier: You can strip the humans of their clothes to use as items for the pile. When you defeat a Verminator, their suits begin to fill with air until they explode.
  • One-Hit Kill: During tire levels, you have no light bulbs as the only obstacles besides falling off the edge is cactus, and touching them once is an instant game over.
  • Painting the Medium: When you design a Rabbid, they get "sucked into your Wii Remote," which includes a depiction of the inside of a Wii Remote. Which reacts to the real-life buttons pressesnote  and waggling. Shake it around and watch the Rabbid in it react!
  • Permanently Missable Content: The Hub Level changes to different, more difficult versions of itself over time as you progress through the game. The earlier versions become inaccessible as a result.
  • Product Placement:
    • All over the place you can find Respect the Pouch billboards. Capri-Sun is even an object you can take, and you can even dress up your Rabbids in two Capri-Sun-themed outfits! To top it all off, there's a cutscene that plays out exactly like a Respect the Pouch commercial!
    • There are also password-unlocked Best Buy and Geek Squad Rabbids, as well as Rabbids from other Ubisoft games.
  • Rage Breaking Point: By the end of the game when the Rabbids finally complete their junk pile, the humans have had enough of the Rabbids stealing their stuff and throw millions of bombs at the pile in order to destroy them... which results in the Rabbids being launched into the moon's atmosphere.
  • Rewarding Vandalism: Breaking things often yields items to collect. Breaking muzak speakers specifically rewards you with five items and a catchy, chaotic polka song for a few seconds.
  • Sad Battle Music: King of the Pile has one that plays after the Rabbids survive the ambush with the Verminators, Doina Deascultare. It is a very melancholic Moldovan folk song that persists through most of the level until the Rabbids make it to the end of the level, highlighting that the Verminators and humans have finally traced the Rabbids back to their Home Base and booby-trapped it.
  • Schrödinger's Cast: There are four levels where the XL stuff is a hospital bed, and they have the exact same character in said bed, Barney. He will keep reappearing in levels and always together with Nurse Betty despite you having already gotten a bed with him in during a previous level.
  • Serial Escalation: Humanity's response to the Rabbids' antics gets more and more over the top the further you progress in the game. It begins with the creation of the "Verminators" and their attempts to exterminate the Rabbids. By the end of the game, barbed wire can be found all around cities, civilians wear gas masks everywhere they go, and they seem perfectly willing to shoot missiles at the Rabbids in a public area to get rid of them. Meanwhile, the Rabbids go from stealing cars, to planes, to quarantined patients.
  • Sentry Gun: There are turrets that fire a variety of projectiles, ranging from bombs to inflatable tubes. Some of them have to be defeated by throwing two to three bombs at them while avoiding their projectiles.
  • Shield-Bearing Mook: The Vermitank wears a suit of armour that renders them immune to the Rabbids' Super-Scream, beyond a very noticeable red tank on their back.
  • Shout-Out:
    • The level that takes place in an atomic testing facility has a picture of Gordon Freeman on the wall and a prominently placed crowbar (Freeman's weapon of choice) to pick up.
    • In the same vein, the dojo located at the beginning of High Stakes Steak contains a picture of Chuck Norris on the wall.
  • "Simon Says" Mini-Game: The third and last of the mini-games has you follow what buttons of the Wii Remote the Rabbid tells you to press.
  • Skewed Priorities: During construction site levels, one of the things you can hear from the intercome lady is that the workers need to protect their hard hats in case of an emergency.
  • Soundtrack Dissonance:
    • The humans are, both literally and figuratively, squares. When the humans are still "in control" of an area, so to speak, you hear soothing music that is being piped in over their speakers (almost exclusively of the late-60s folk/early-70 country-folk persuasion), while the Rabbids are causing mayhem. When the Rabbids really take over, frantic Balkan brass music takes over, and becomes more fitting.
    • The track for the last level, King of the Pile!, is even more dissonant. It starts out with nothing but silence in the junkyard, then goes into the typical Verminator songs for a fight, then afterwards goes into a very melancholy song that plays all throughout the level as the silliness is still there in tone... But then it goes back to the Balkan brass at the very end.
  • Spin Attack: The Vermitops will inflate their suit to twirl and follow the cart for a short time, making them invulnerable to any attack as they do.
  • Star-Crossed Lovers: Betty the nurse and Barney, her terminally ill patient. They eventually get married in Vegas, just before the Rabbids steal him from her... again.
  • Star Scraper: The Rabbids want to build a tower of stuff that will let them reach the moon.
  • Stuff Blowing Up: Throwing two to three bombs at Turrets is the sole method of defeating them.
  • Super Prototype: One of the first real enemies in the game is just a guy in a padded suit who decided to take a stand. This eventually evolved into the Verminators, who are only slightly more effective.
  • Super-Scream: The Rabbids can yell at humans and scare them out of their clothes (which can then be collected). This is also the Rabbids' main method of attack and defence against Verminators.
  • Surprisingly Happy Ending: The pile, surprise surprise, doesn't get anywhere near close enough to the moon, and then the humans throw all the bombs they have at the bottom of the pile, the explosion propelling it and the Rabbids up in the sky. But it goes so high up that it actually reaches the moon, letting the Rabbids succeed in their mission.
  • Surprisingly Realistic Outcome: Putting aside the ridiculous concept of the game as a whole, with deranged rabbit creatures stealing as much as they can to build a pile large enough to get to the moon, this ultimately isn't enough to get to the moon on its own. Discounting the fact that the moon here appears large enough to seem close, it's still hundreds of thousands of kilometres away, meaning the Rabbids' efforts were all in vain. They did, however, get their pile blown up with enough force to send them rocketing to the moon.
  • Surprise Santa Encounter: One of the recurring humans is a guy in a Santa suit. He drops hamburgers when you scare him. He also eventually drops his clothes, but unlike most NPCs he requires several "hits" for that. So-called "Santa Joe" can be found somewhere on most standard "walk around" (as opposed to, say, ride-an-inner-tube) levels. It turns out there are tons of them and they're all named Joe.
    "Hey, HEY my name is JOE. I kid you not!"
  • Take That!: The whole game is one to the "Glorious 30", a French economic boom from 1945-1975 marked by an explosion in mass consumption. All depicted humans are very indulgent and encouraged to buy and value things to ridiculous extremes, which is challenged by the Rabbids' opposite extremes to have unbridled fun as they take things to meet their goals.
  • Temporary Platform: The two final levels with Barney have panels that will crumble the moment you step on them. The last objective in Fetchez La Vache has green tiles that will disappear if they are hit by the explosion of a bomb.
  • Thanking the Viewer: When the credits have rolled, you will get an image of a Rabbid next to the word "Merci!", which is "Thanks" in French.
  • There Is No Kill Like Overkill: At the end of the game, the humans launch all the bombs they have at the Rabbids' junk tower. But instead of completely annihilating the tower and the Rabbids, they instead get launched into the air, right out of the Earth's atmosphere and into the moon's gravitational orbit.
  • Timed Mission:
    • The People Company Enterprises Inc. levels have this as part of their gimmick; the Rabbids have to chase the CEO's assistant through "Limited Time Zones" (where there is a time limit) and "Unlimited Time Zones" (where there isn't) in order to reach his office and steal some XL stuff.
    • The jet engine levels end in a frantic, timed dash to the end after a Verminator sticks a bomb onto the engine.
    • The cow levels' climax is a race against a pickup truck carrying a cow, with the Rabbids aiming to catch the truck and force it off a cliff so they can steal the cow.
  • Too Kinky to Torture: Replace "Kinky" with "Dumb," and there are the Rabbids for you. You can smack them silly, blow up their facial features, feed them exploding candy, and repeatedly electrocute them, and they just laugh and grin like maniacs.
  • Trip to the Moon Plot: The game is about the Rabbids stealing tons of stuff to build a large pile to the moon.
  • Truck Driver's Gear Change: The Balkan brass cover of "Bubamara" moves the key signature from C minor to D minor once the music starts getting faster.
  • The Unintelligible: Some humans are only screaming or crying, except for the occasional Big "NO!".
  • Unintentionally Unwinnable: If the hubworld changes without you collecting all the stuff in the last version of it, you will be locked out from reaching 100% Completion because all the stuff in the different versions are needed and only count as one each, meaning you cannot recollect stuff over and over in the last phase. There's no way to reverse this, meaning you will have to start a new file if you want to fully complete the game. But to be honest, it's not really worth it.
  • Variable Mix: Usually occurs during battles with two or three phases, where each phase has a portion of the entire music track.
  • Video Game Cruelty Potential:
    • The game actually invites you to be as abusive to the Rabbids as possible when you've got them in the Wiimote design mode. However, the Rabbids like it.
    • In the actual gameplay, you go around causing tons of damage, you steal people's dogs from them, one of the rare items is a baby in a stroller which you can steal, and there are a couple of gags in the game where you can scare people so they fall down an open elevator shaft (or off the side of a building).
  • Villain Protagonist: The Rabbids. Granted, they're more Chaotic Stupid than evil, but nevertheless, they're the ones holding the Conflict Ball, wreaking havoc in the city and stealing the humans' items. No wonder they get mad at you!
  • Virtual Paper Doll: You can customize the three Rabbids you use to your liking, with accessories, paint, and more.
  • Why Am I Ticking?: Some dogs wear bombs on their heads in later levels, which protect them from standard attacks, but eventually explode after a short time and instantly defeat the poor dogs.

 
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In “Hold Up in The Hangar”, one of the Rabbids grabs a dog by the tail and swings it, causing the dog's neck to twist.

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4.33 (3 votes)

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Main / BlackComedyAnimalCruelty

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