"Brotherly love abounds in Press Play's puzzle-platformer"
Two playable protagonists
Toyed with the idea when putting finishing touches to Max: TCOB
Prototyped by two brothers and worked its way to the directors of the studio who liked it
Side scrolling colourful single player or co-op game - I like the art style
"Set on a Tropical island your goal is to cover pieces of a Totem pole that one stood in your village, shattered by a Dark Shaman who killed the monument's White Shaman guardian in the process, the pieces are now shattered"
Retrieve the pieces by negotiating obstacle courses that make up the levels ensuring you both survive
Two paths - one for each character, early on its a split (one at the top one at the bottom) but they mix that up later in the game
Make use of the environment to work your way through puzzles that can affect the player on the other screen (e.g. blocking ones path so the other can get past)
When on the same plane you can stand on each others shoulders allowing you to double jump etc
The colour of the zones form the backdrop to the puzzle (purple and green single player or red and blue in co-op) and only the character matching the colour of the backdrop can pass through them
Swap the characters position with a button press
"The game delights in setting up patterns and then second-guessing your instinct, resulting in a death that will initially have you casting for someone to blame before concluding that its your fault - think of Limbo pressure plate operated crushers"
A couple of falling sequences require extremely quick thinking as we plummet through alternating patterns
Tests your reactions
Achieves a pleasing balance between puzzle solving and switch platforming
Campaign split into three worlds each with its own special power
Only one revealed: Gravity - combines the basic swapping mechanic with inverted forces of attraction. Use to switch surfaces and it gets more difficult as time goes on requiring more precise button presses to to stay in the air and float through sections safely
Pickups help decide your final score and how many you collect will help decide what Totem piece you get (e.g. uninspiring piece of wood or colourful face sporting accoutrements such as sunglasses or a pipe)
"Still in the early stages but the well weighted platforming feels satisfying and substantial"
Co-op details "Twotem" (says local co-op no mention of online specifically)
Provides two characters for each player
One has two blue villagers the other two red
Can be stacked in any order
Single player combined quadruple jump becomes an octuple manoeuvre
Requires communication and each hurdle feels like a massive achievement but things can quickly disintegrate into disarray
Erscheint diesen Oktober für die One und Xbox 360
Two playable protagonists
Toyed with the idea when putting finishing touches to Max: TCOB
Prototyped by two brothers and worked its way to the directors of the studio who liked it
Side scrolling colourful single player or co-op game - I like the art style
"Set on a Tropical island your goal is to cover pieces of a Totem pole that one stood in your village, shattered by a Dark Shaman who killed the monument's White Shaman guardian in the process, the pieces are now shattered"
Retrieve the pieces by negotiating obstacle courses that make up the levels ensuring you both survive
Two paths - one for each character, early on its a split (one at the top one at the bottom) but they mix that up later in the game
Make use of the environment to work your way through puzzles that can affect the player on the other screen (e.g. blocking ones path so the other can get past)
When on the same plane you can stand on each others shoulders allowing you to double jump etc
The colour of the zones form the backdrop to the puzzle (purple and green single player or red and blue in co-op) and only the character matching the colour of the backdrop can pass through them
Swap the characters position with a button press
"The game delights in setting up patterns and then second-guessing your instinct, resulting in a death that will initially have you casting for someone to blame before concluding that its your fault - think of Limbo pressure plate operated crushers"
A couple of falling sequences require extremely quick thinking as we plummet through alternating patterns
Tests your reactions
Achieves a pleasing balance between puzzle solving and switch platforming
Campaign split into three worlds each with its own special power
Only one revealed: Gravity - combines the basic swapping mechanic with inverted forces of attraction. Use to switch surfaces and it gets more difficult as time goes on requiring more precise button presses to to stay in the air and float through sections safely
Pickups help decide your final score and how many you collect will help decide what Totem piece you get (e.g. uninspiring piece of wood or colourful face sporting accoutrements such as sunglasses or a pipe)
"Still in the early stages but the well weighted platforming feels satisfying and substantial"
Co-op details "Twotem" (says local co-op no mention of online specifically)
Provides two characters for each player
One has two blue villagers the other two red
Can be stacked in any order
Single player combined quadruple jump becomes an octuple manoeuvre
Requires communication and each hurdle feels like a massive achievement but things can quickly disintegrate into disarray


Erscheint diesen Oktober für die One und Xbox 360
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