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Not A Review: Neverwinter

Cryptic’s latest probably isn’t what most would picture as a Dungeons & Dragons MMORPG, but it works surprisingly well as a multiplayer fantasy action game. Plus, Neverwinter’s powerful creation tools have already borne delicious fruit in the form of player-crafted adventures.

The last two titles from Cryptic Studios, Star Trek Online and Champions Online, left me cold. Fourth Edition Dungeons & ­Dragons is a weird departure for the venerable tabletop role-playing system. The idea of combining the two into a free-to-play MMORPG didn’t exactly fill me with confidence, but Neverwinter succeeds despite its questionable provenance by not hewing too closely to either side of its heritage. More of an action game than a tactical RPG and more of a dungeon-crawler than an MMO, Neverwinter has an identity of its own.

The forgettable story centers around the aftermath of the devastating Spellplague in late-period Forgotten Realms canon, and a subsequent undead siege that threatens the bustling Sword Coast city of Neverwinter. The single storyline that runs from character creation to endgame dungeons casts you as the hero who delivers the city from its ills, ignoring the MMO part of the game in classic hand-waving fashion. The uninspired questing isn’t awful, but the only use I have for the boilerplate fantasy adventuring in Neverwinter is as a backdrop for the genuinely ­entertaining ­combat.

The immediate gameplay is closer to Guild Wars than anything else out there. Like in ArenaNet’s exceptional franchise, avoiding attacks through positioning, lining up area-effect abilities, and juggling cooldowns are all critical skills. The strategy ends up being “sloppier,” for lack of a better term, but the chaos is fun in its own way, especially when every build of every class throws out explosive attacks that would be laughably overpowered in any other MMO. 

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Nearly every non-trivial fight (read: dungeon bosses and not much else) involves waves of minions that must be dealt with while not letting the main boss kick anyone’s face in. The general idea is to mash your most powerful attack that isn’t on cooldown, dodge like a madman to avoid big-windup telegraphed attacks, and slap any loose monsters with whatever disabling effects you have available. Forget “tank-and-spank,” because even the Guardian Fighter can’t really tank in any meaningful sense and encounters are too chaotic to control anyway. Fortunately, every class has built-in mechanics that let them largely survive on their own without relying on allies to bail ­them ­out.

Player-versus-player matches channel the exceptional combat well, with two important caveats bringing down the overall experience. The emphasis on movement powers, ground-based targeting, and manual dodging strain Neverwinter’s netcode to the limit, even in these instanced five-on-five matches. Expect to curse at your screen as the game regularly fails to register a hit for a spell that looked like it connected on your screen. Also, the general wonky class balance (even by just-launched MMO standards) is a particular problem in PvP. Pity the poor souls playing fighters.

Combat is far and away the best thing Neverwinter has going for it. The ancillary systems that make up an MMO are mediocre at best. Gear is hideously boring, with passive stats that have tiny individual impacts on your character’s abilities. The auction house has been badly broken for most of the time it’s been implemented, with searches often returning nonsensical results. An exploit even allowed players to place negative-value bids that both won auctions and sent them the specified sum of money. Leveling is well-paced but sadly lacking in choices until you’re over halfway to the level cap, and even then you’re mostly choosing between small passive stat boosts and which flavor of “attack” or “disable” you prefer. Crafting is built around a neat paradigm that has you sending minions on offscreen tasks, but creating any worthwhile gear requires an absurd amount of grinding and effectively mandatory real-money purchases.

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The economy is one of the worst I’ve seen in years of playing MMOs. Two in-game currencies (astral diamonds and gold) are used for different items and services, and the real-money currency (zen) can be spent at the cash shop or bought from other players for astral diamonds. Most things worth spending astral diamonds on cost obscenely high amounts that require either selling rare drops from endgame dungeons to other players, purchasing via real money, or months of grinding. Many all-but-obligatory convenience items, like inventory and bank space, are extremely difficult to come by except through real-money purchase. The whole system is a hard-to-understand mess, and layers pointless complexity onto every phase of the game for no seeming purpose other than to sow confusion in players.

I’m not generally one to moan about publishers pushing real-money purchases in free games – these things cost money to make, and you’re getting the game for free – but Neverwinter grinds your face into its business model with increasingly uncomfortable regularity as you progress. Crafting is one notable area where it’s nearly impossible to make effective progress without dropping cash, but it’s hardly the only one. I find the ubiquity of blind-purchase “grab bags” particularly distasteful, preying as it does on a well-known foible in human psychology to encourage players with poor impulse control or self-discipline to spend more money. You still get an awful lot of game for free here (and thank goodness no energy meter or dungeons-per-day limit exists), and you can avoid most of the cash purchases, but the grab bags are pushed at you with distasteful frequency.

The powerful Foundry tools allow players to create modules for their fellow adventurers to take part in, and Cryptic smartly built it to scale content to the user’s level and give reasonable rewards in XP, money, and loot. My experience with it has been mixed, but the best player-created adventures are better than any of the “official” content, and the framework allows authors to be creative with branching paths and scripted enemy spawns. Finding the good stuff is still much too difficult, but Cryptic has acknowledged that problem and says that a better system for surfacing quality player-created content is in the works.

Neverwinter isn’t perfect and it’s not at all what I expected, but it’s fun. Each class is amusing in its own way, and blowing apart enemies with powerful skills is a blast even when the narrative excuse for doing so is so thin as to be translucent. Approach this as more of a multiplayer dungeon-crawler with the potential for cool player-created content than as a true long-term MMO with an endless endgame, and you shouldn’t come away disappointed. 

For more on Neverwinter, check out our recent podcast episode dedicated to the game.

A Beta Open For Business
Neverwinter is still in “open beta” as of this writing. However, letting the public play, taking their money in the cash shop, and committing to having no further character wipes before “full” release sounds an awful lot like a game being “out” to me.

www.GameInformer.com – The Feed

Don’t Starve review: Leave the light on

Boy Scouts should be required to play Don’t Starve before going on any camping trips – they could even get a badge for it, in the form of a gaping, pointy-toothed wormhole. Or maybe a friendly campfire.

Don’t Starve is packed with wonderful advice about survival and personal growth:

  • In the wilderness, you must build your own tools using only the immediate environment
  • Animals are a great source of nutrition, no matter how cute they are
  • The world is bigger than it first appears; explore it
  • Scary things that will kill you hide in the dark
  • When you die, your world disappears
  • Fire is fun
  • Go for the eyes

And that’s not mentioning the obvious one.

Gallery: Don’t Starve

Continue reading Don’t Starve review: Leave the light on

JoystiqDon’t Starve review: Leave the light on originally appeared on Joystiq on Fri, 24 May 2013 14:45:00 EST. Please see our terms for use of feeds.

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Star Command Review: An Exercise In Multitasking

The temptation with Star Command is to see all the elements that might have been included, and criticize their absence. Star Command does indeed miss some clear opportunities to deliver more meaningful choices in dialogue, upgrades, and ship selection, but the core experience – battling enemy ships and their boarding parties – is enjoyable enough to stand on its own. Star Command may not be as big and flexible as its opening minutes imply, but the challenge of keeping your ship in one piece is more than enough to make for a great time. 

You are a loyal captain in the Star Command fleet, but your new ship is running on a skeleton crew and lacking in basic systems. By tapping around the ship layout, you add medical bays, engine rooms, and shield boosters, and bring on new crew to man the added stations. Over time, successful encounters grant tokens that may be used to upgrade ship systems, lending a light RPG feel to the affair. 

The galaxy is a hostile place, and nearly every alien you encounter is out to blast you into space dust. Some battles are prefaced by the façade of a choice-driven conversation with the enemy, but you’re inevitably steering toward a life-or-death fight, subtracting from the sense of player agency in the way the story might roll out. Nonetheless, meeting different species and warping off to alien galaxies is a blast.

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Combat is intense, challenging, and built around juggling multiple tasks at once. Fire a weapon, and you need to tap the torpedo room to prepare new ammo. Listen for the alarms of incoming fire, or miss the chance to dodge the blast. Fighting boarders on the starboard side of the ship? Watch out for the second boarding party teleporting aboard portside, or risk your engineering crew facing a grisly demise. Each battle starts out slowly, as weapons, shields, and other systems charge up. Once things get going, keeping track of everything is challenging. Small mistakes leave you floundering, but wise decisions and quick finger tapping keep your crew alive and your ship ready to take on the next fight. The challenge factor is high, and restarts are common, but diligence pays off until the final battles of your new game+ run, at which point an absurd difficulty spike ruins some of the fun.  

Managing boarding parties ends up being the most difficult task, since you need to reassign crew members into a balanced mix of engineering, medical, and tactical personnel, and track the health and abilities of each character involved in the fight. The controls aren’t robust enough to handle the task, and don’t offer enough flexibility to move in groups or set crew to patrol automatically. Firing ship weapons has an enjoyable extra component in the form of distinct mini-games for each weapon type. The game fails to adequately explain how to play these quick sequences, but once you figure them out it makes for a rewarding test of reflexes. 

Star Command can’t help but draw comparisons to the indie darling FTL: Faster Than Light. The two games share a number of similar conceits, but Star Command’s focus on timing, large-scale shipboard battles, and quick screen tapping help it stand apart. Even with some iffy systems and a railroad approach to story, Star Command is undeniably charming. The homage to Star Trek comes through loud and clear, and the sprite-driven art style is colorful and attractive.  While I can’t help but point out some notable missteps, I also can’t deny Star Command’s irresistibility, and I happily recommend it to fellow sci-fi enthusiasts.  

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Call Of Juarez: Gunslinger Review

Developer Techland took a risk with their last Call of Juarez title, and it didn’t work out. The Cartel abandoned the Wild West setting of previous games, instead offering a ridiculous modern storyline that didn’t resonate with gamers. With the downloadable title Call of Juarez: Gunslinger, the series is back to its western roots and far better for it.

Gunslinger’s story mode is told almost exclusively via flashbacks, putting you in the role of bounty hunter Silas Greaves. As he regales curious bar patrons with tales about his wild past, you play through them. You’re left guessing about whether or not the protagonist is telling the truth, with plenty of gameplay segments being altered as you play them. You might be shooting at Native Americans one moment, only to see them morph into outlaws as Greaves gets his facts straight. This is a cool twist on the standard FPS format, but it sometimes feels like it’s putting the brakes on the action. As Greaves recalls details of the events you’re playing, the game often goes into slow motion as he narrates.

The story chapters are linear affairs, and task players with taking down Wild West legends such as Billy the Kid, Butch Cassidy, Jesse James, and more. You’re rarely given the chance to go off the beaten path, as the developers seem more concerned with tossing you into firefight after firefight rather than letting you explore. Thanks to the fast-paced and responsive gunplay, I didn’t mind the linearity. Fans of western films will see many common locales here, including dusty saloons, trains, and steamboats. You won’t be getting an in-depth plot (it’s no Red Dead Redemption), but Gunslinger makes no attempts to be a serious take on the genre. It’s all about pistol-slinging action, and it does it well.

Two meters fill as you shoot your way through the West. One allows you to enter a bullet-time mode that makes enemy locations more apparent, and another allows you to perform a Matrix-like dodge when a lethal shot is headed your way. Both of these do a good job of mixing up the standard gameplay, and they saved my life dozens of times. Silas earns XP as he takes down enemies, and he can spend skill points on various abilities and stat upgrades. Some of these have a big impact on the gameplay, such as the ability to mash the reload button to load bullets into your revolver quicker.

Greaves’ story wraps up in five or six hours, but Gunslinger’s arcade mode is a perfect way to hop back in for some quick shootouts. This mode takes out the narrative breaks from story mode, allowing you to focus squarely on making short work of dozens of enemies. You’re scored based on your performance, with combos boosting your score if you take foes down in quick succession. Killing enemies with headshots, explosives, and other skilled shots give you bonuses, and arcade mode features a leaderboard that lets you compare your score with friends. I wanted a reason to continue the action after completing Gunslinger’s story, and arcade mode is a good way to shoot up some baddies without any story breaks.

I was surprised by how much I enjoyed Gunslinger’s shootouts. The game certainly doesn’t turn any FPS conventions on their ears, but it still presents tense and entertaining shootouts frequently. Blasting through the game’s varied environments with a pistol in each hand never got old, and I always looked forward to the end-level duel with a legend of the Wild West. After the dreadful Call of Juarez: The Cartel, I was skeptical going into this downloadable offering. To my surprise, Techland has bounced back with a very enjoyable tribute to the tall tales of the Wild West.

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Resident Evil: Revelations review: Any port in a storm

Resident Evil Revelations review Any port in a storm

The 3DS is no graphical slouch. Aside from the glasses-free 3D feature, the system can kick out some impressive scenery, and it did so with last year’s Resident Evil Revelations, a well-made little horror shooter in a series that’s been looking for a lifeboat lately. After launching Resident Evil 6 fewer than six months ago, Capcom seems to think HD platforms need even more Resident Evil love, and so this week Revelations hits Xbox 360, PS3, Windows PCs, and the Wii U.

Playing it in enhanced form on an HD console, however, feels just a little goofy. The textures do look excellent, but the game’s models are clearly made for a more lightweight graphics engine, which means you get characters with hair frozen in place and enemies with just a few animations to use over and over again. Revelations was made for a handheld machine, and its designers cut corners that the other platforms would have let them curve around more gracefully.

But Revelations‘ saving grace is that it’s a Resident Evil game, and it’s a good Resident Evil game at that. For that reason, fans of the series who missed out the first time around will probably appreciate the chance to see it for themselves.

Continue reading Resident Evil: Revelations review: Any port in a storm

JoystiqResident Evil: Revelations review: Any port in a storm originally appeared on Joystiq on Mon, 20 May 2013 18:00:00 EST. Please see our terms for use of feeds.

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Resident Evil: Revelations Review

Early last year, 3DS owners got their hands on an excellent new chapter in the Resident Evil series set between the fourth and fifth games. Not only does Revelations fill in a gap between those titles, its gameplay more closely resembles them compared to the polarizing Resident Evil 6. This new, graphically enhanced console version allows players to move while shooting without a clunky 3DS peripheral. It also implements a rearranged, tougher campaign mode for fans seeking a stiff challenge.

Moving the game over to consoles comes with a suite of graphical improvements. Monsters have a disgusting sheen over their fleshy bodies and characters like Jill and Chris have greater detail. The enhanced lighting makes the infected cruise ship’s corridors even moodier. Some rough environmental textures remind players this used to be a portable game, like two-dimensional fish littered across a dirty beach.

We got our first taste of moving and shooting in Resident Evil with the 3DS’ Circle Pad Pro attachment, but standard console controllers feel even better. Similar to Resident Evil 4, gunplay has a certain weight to it, requiring players to line up deliberate shots instead of relying on twitch reflexes. Weapons can be upgraded with useful parts that can be swapped between firearms. Revelations’ weapon customization is the most satisfying the series has seen since Resident Evil 4.

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Revelations also comes with a punishing new Infernal difficulty mode that tosses obscene numbers of enemies at you and rearranges item locations. Beating the game in normal mode allows you to transfer your upgraded guns over to Infernal mode. Testing your hard-earned arsenal against throngs of enemies is a satisfying challenge. Speaking of enemies, a new foe occasionally pops up in all modes of the game. Don’t get too excited, though, because the wallblister is essentially an inconsequential bullet sponge.

This former 3DS game doesn’t stand toe-to-toe with the best console shooters, but it’s a faithful port. Revelations has a lot to offer fans of the series and players looking for a more evenly paced, thoughtful shooter. The new content, including an entertaining challenge-based two-player co-op mode, along with dual-analog stick control make this the definitive version of Resident Evil: Revelations.

The Edge
The Wii U version cleans up the HUD by putting menu and map information on the GamePad’s screen. I like having constant access to a map without shuffling through menus. Revelations also facilitates off-screen play, freeing up your TV for other stuff. Unfortunately, the actual gameplay doesn’t feel as natural on the GamePad as it does the PS3 and 360.

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GamerModz PlayStation 3 SPS-X2 controller review

A short while ago, I received a modded PlayStation 3 controller from GamerModz. For those of you who haven’t heard of the company, GamerModz make custom controllers for the Xbox 360 and PlayStation 3 which feature shells with graphics, colored trigger and face buttons, and, more notably, various iterations of their signature “Rapid Fire” feature.

Rapid Fire allows you to fire semi-automatic weapons as if they were fully automatic by simply turning the feature on and holding down the fire button. This feature is supposed to simulate pressing the fire trigger at an incredibly fast rate, to make the gun fire as fast as the game will allow you to fire that particular weapon if you were to repeatedly pull the trigger yourself. Rapid Fire has been developed over the years, and there are three different versions of the feature: SPS-X1, SPS-X2, and SPS-X3. The mod is, according to developers, undetectable.

The controller I was given to review is a PlayStation 3 SPS-x2 controller. This controller can be programmed, in theory, to have both single and dual-trigger rapid fire, while the rate of fire can also be adjusted.

I was also given the chance to have the controller visually customized to my taste. Overall, the process of customizing my controller was a pretty straightforward, smooth, and enjoyable one. There’s quite a selection of visual modifications to choose from for the shell of your controller, like zombie graphics, skull graphics, as well as some color alterations for the trigger buttons, face buttons, d-pad, and analog sticks. You get to preview all of your selections, with the exception of the color of the trigger buttons. I ended up sticking with this sweet looking black and white circuit board graphic.

The looks of the controller, however, did not compensate for the incredibly hard time I had setting it up and using it. As straightforward as the instructions were, they did not tell me that the trigger and D-Pad buttons had to be pressed INCREDIBLY hard to switch on and program Rapid Fire.  I actually spent the first couple of days with my controller thinking the Rapid Fire features were non-functional. It was only after I contacted tech support that I became aware of just how hard I had to press down on R2 and left on the D-Pad to turn rapid fire on. It also didn’t help that the feature had to be turned on every time I switched on my PlayStation 3.

I should also mention that firing my weapon with Rapid Fire was also a bit aggravating, even after I had managed to turn the feature on. If I pressed down on R1 as I normally did, the weapon would fire once, as usual, waiting for me to pull the trigger again. Only if I pressed down a little harder than usual would the gun fire like a fully automatic weapon. I didn’t have to press down as hard as I did to turn the feature on, but it was still pretty annoying.

With that said, the dual-trigger rapid fire feature refused to work completely. After a solid 20-30 seconds of working out my forearms by pressing down on R1 and L1 with all my strength, as the instructions told me (minus the “all my strength” part), Rapid Fire would turn off for some reason, instead of Dual-Trigger Rapid Fire switching on. I tried this around 3 times, with the same results every single time.

With no real choice, I ended up sticking to just Single-Trigger Rapid Fire for my review. Three of my games of choice for this review were Borderlands 2, Call of Duty: Black Ops II, and Max Payne 3.

Overall, the feature was functional in all three games, although the results were more interesting in Borderlands 2. Those of you who are fans of the game will know that all guns manufactured by Jakobs can supposedly fire as fast as you can pull the trigger. With that in mind, I was really eager to try out any Jakobs weapon I could get my hands on, to test out this controller’s capabilities and see just how fast it could pull the trigger for me.

After setting up my game, I got my hands on a Jakobs revolver. The speed at which I was firing that thing by simply holding down on R1 was absolutely ridiculous. We’re talking a revolver firing at more or less the speed of an Assault Rifle. It was a pretty absurd yet gratifying thing to both see and feel. There’s no doubt that the controller really did give me an advantage here, as I was definitely firing these weapons at a rate faster than I could repeatedly pull the trigger myself, and dealing a little more damage than I normally would.

Black Ops II was a pretty average experience, as most semi-automatic weapons were limited to fire rates that you could probably pull off by pulling the trigger repeatedly yourself. Having Rapid Fire turned on in this game seemed more like a convenience than an actual advantage.  I was hoping I could jump into a game of zombies and save myself a power up slot by skipping out on the double tap……….I still needed double tap.

Results were the same with Max Payne 3, as all of the semi-automatic weapons I used could now be used as automatics, but at a pretty normal rate of fire that pretty much anyone could pull off by pulling the trigger manually.

I should also mention that the rate of fire wasn’t really adjustable. I don’t think at least. The instructions told me I could adjust the rate of fire by pressing up and down on the D-Pad. I did this, but couldn’t really make out any noticeable difference in the fire rate of the weapons I used in these games when Rapid Fire was turned on.

Overall, my experience with this controller wasn’t an awful one but definitely not a great one either. As nice as it was to customize it visually, and use it in Borderlands 2 with guns made by Jakobs, the problems I experienced with the trigger buttons mean that the only time I’ll probably be using its Rapid Fire feature is when I’ve slipped the Borderlands 2 game disc into my PlayStation 3.

Rating – 6/10

 


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Deja Review: Donkey Kong Country Returns 3D

In our 2010 review of Donkey Kong Country Returns for the Wii, our own JC Fletcher admitted a terrible truth: He had used the Super Guide. Nintendo gave us the nefarious innovation a few years ago, ostensibly a tool to help less experienced players navigate the trickier parts of its games. Seasoned players recognized it for what it really was: A taunt, a gently whispering devil on your shoulder.

Resisting the shiny, candy-like allure of the Super Guide is still a major component of Donkey Kong Country Returns 3D, Monster Games’ 3DS rendition of Retro Studios’ Wii platformer. A new difficulty setting tries to soften the Wii version’s sharp edges, but the brutal structure of its levels remains intact, and no amount of extra health is going to change that.

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JoystiqDeja Review: Donkey Kong Country Returns 3D originally appeared on Joystiq on Fri, 17 May 2013 15:45:00 EST. Please see our terms for use of feeds.

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Donkey Kong Country Returns 3D Review

2010’s Donkey Kong Country Returns would have sold well on nostalgia value alone, but Nintendo made the right move by putting the talented Retro Studios on the project. The end result was a challenging and beautiful platformer that managed to eclipse the entries in the Super Nintendo series. Its 3DS version maintains the high quality bar set by the original, and adds some new features that make its daunting challenge more accessible.

Upon starting a new game, you have the option of choosing original mode or new mode. The former is the same as the Wii version, while the latter helps those that aren’t great at platformers. Instead of the two hearts Donkey Kong usually starts with, you begin with three. In addition (and more importantly), new items at Cranky Kong’s shop greatly help the ape on his quest for bananas.

Crash guard allows your cart or rocket to take two free hits, green balloons save you from falling into pits, and DK barrels allow you to summon Diddy Kong and refill your hearts at any point in a level. Once you beat the standard eight worlds, you can even purchase the orbs needed for the Golden Temple if you don’t want to spend the time getting every KONG letter.

While I enjoyed the extreme challenge of collecting all the letters and conquering the Golden Temple in the original game, I feel that these items make the game more enjoyable without taking away too much of the difficulty. None of them beat the levels for you, so you still need to memorize the layouts of mine cart levels and make sure you’re paying attention to boss patterns.

Some tradeoffs have been made in the downsizing. If you’re playing on the standard 3DS, your character and the enemies are a bit too small when they’re shot into the background of stages. If you have a 3DS XL, it certainly helps with this problem. Characters and stages still look great, but the framerate isn’t quite as smooth as the Wii original. Outside of these two slight issues, it’s largely the same game. Co-op play is back as well, allowing you to play with a local 3DS owner.

Fans of the original should find themselves enjoying this 3DS release, as it’s great to perform DK’s various moves without the use of any motion controls. It also features eight solid post-game bonus stages that weren’t in the Wii version. For those that haven’t played the fantastic original, you’ll find one of this generation’s best platformers in Donkey Kong Country Returns 3D.

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Cut The Rope: Time Travel Review

When it released in 2010, mobile gamers quickly fell in love with Cut the Rope. It featured an adorable character, gameplay that was perfectly suited to touchscreens, and brief levels that lent themselves to on-the-go gaming. Cut the Rope: Time Travel takes all of the elements that worked so well for the original title and adds a fun new wrinkle that shakes up the gameplay.

In the original, players were tasked with cutting ropes in an effort to drop a piece of candy into green blob Om Nom’s mouth. Achieving this goal isn’t always a simple affair, since the game encourages you to collect three stars on each level to truly clear it. Time Travel features the same concept, but pairs Om Nom up with an ancestor from various historical periods in each stage. 

Cutting ropes is still the name of the game, but you have to feed both Om Noms before you move on to the next stage. It amounts to one more mouth to feed, but it also forces you to approach stages in a different manner than in previous games. In the original (and Cut the Rope: Experiments), each stage’s goal is basically “get these stars and then feed Om Nom.” With the addition of the ancestors, the game forces you to plan ahead so that both characters get their reward.
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New gameplay elements are introduced frequently throughout the six time periods. Portals alter the path of candy, clock hands can be rotated to affect the placement of objects, and flying pieces of candy mimic the path of standard pieces. I enjoyed all of these new elements, and they interact well with each other, as well as with previously introduced objects like rockets and bounce pads. No element is dwelled upon long enough to become tiresome, as each stage offers a novel challenge.

Adding another Om Nom doesn’t drastically alter the feel of Cut the Rope, but it’s enough of a change to make Time Travel feel like a proper sequel. It won’t take you too long to collect three stars in each level, but the developer promises new levels on the way soon. Cut the Rope: Time Travel is a great follow-up to one of the most successful games on iOS, and proves to be well worth the asking price.

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