It’s now been nearly seven years (yes, really) since the release of Sonic Mania, which indisputably marked a high point for Sega’s troubled blue mascot. Much of the game's success could be attributed to the team of passionate and talented fans (led by Christian Whitehead) that came together to develop it, but rather than coast on their success by producing the Sonic Mania 2 that many fans expected, this team instead rebranded themselves as a boutique studio called Evening Star and set out to launch their own IP with a new 3D platformer called Penny’s Big Breakaway.
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Though the influence of the Blue Blur is immediately apparent in Penny's Big Breakaway's design, Evening Star's debut adventure very much feels like it asserts its own identity. Some minor performance quirks aside, this is a spectacular, creative, unique, and deeply enjoyable new entry in the 3D platforming genre that no fan will want to miss.
The story is set in the dreamlike world of Macaroon and begins with an entertainer named Penny conveniently finding a magical sentient yo-yo named, er, Yo-Yo while Emperor Eddie is holding auditions for a talent show. Using her skills and the newfound powers afforded to her by Yo-Yo, she quickly skips the line and puts on a stellar show for the emperor. Unfortunately, Yo-Yo has the temperament of an unruly dog, and he quickly goes off-leash and steals the emperor’s pants in front of a captive audience. Furious, Emperor Eddie quickly brands Penny a felon and sics his massive army of penguins on her, kicking off a wild chase across the kingdom as she desperately evades capture.
It’s not much of a story, but there’s some interesting lore here that’s slowly revealed as you explore more of Macaroon and learn of Yo-Yo’s true origins. Plus, along the way you make various friends and frenemies that aid you on your journey, each featuring a memorable design and some cute interactions with the perpetually aghast and silent Penny. As you’d expect, it’s quite a lighthearted tale making it a perfect fit for the free-flowing fun that follows.
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Gameplay in Penny’s Big Breakaway feels like a mixture of a momentum-focused 3D Sonic game and a collectathon. Rather than taking the open-world approach used in games like Banjo-Kazooie, Penny’s Big Breakaway breaks things up into three to ten-minute levels that present razor-sharp level design and plenty of opportunities for optimizing your time and score. Every movement-based action in Penny’s repertoire has a point value attached to it, and mixing up your moves while touching the ground as little as possible will bolster your combo and score multiplier, a bit like style ranks in Devil May Cry. Stages are ultimately built around pushing this score as high as possible and doing so fast.
One run through a stage will teach you the basic layout of the level, but you’ll quickly realize that environmental hazards and platforms are perfectly placed to take advantage of Penny’s moveset. Slopes you can roll down to build up speed usually follow big drops, and precarious jumps are always conveniently spaced just as far apart as your zip dash can carry you. One run isn’t enough to get the most out of this kind of level design, and you’re encouraged to learn each level thoroughly until you can execute a nearly flawless run. There’s a certain kind of ‘language’ that you come to understand about these levels as you deepen your knowledge of what Penny can do, and putting it all together to pull off that golden run feels incredible once everything finally clicks.
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A big part of what makes subsequent reruns so engaging is that Penny's controls are tight, responsive, and versatile. Yo-Yo reminds us a bit of Cappy from Super Mario Odyssey, in that he offers you a variety of combat and platforming moves that can be chained together in interesting ways once you understand their timings. The zip dash can be used to quickly reposition Penny mid-air, but it doesn’t take long before you realize it’s also a great way to build speed. When you first start, Penny can admittedly feel like she’s a little too technical to control well, but you soon find yourself pulling off some impressive chains as you swing, roll, and yoink your way through stages with elegance and style.
If rolling around at the speed of sound isn’t your thing, each level hides three collectable bolts hidden on side paths as well as three brief side quests from NPCs. These side quests task you with getting a certain score within a brief window, delivering an item to an NPC further on in a level, or picking up a series of collectables on a time limit. There’s plenty of leeway in Penny’s Big Breakaway to take things slow and root around in search of pickups, even if the focus is ultimately more on fast-paced, madcap action rather than careful exploration. These collectables aren’t for nothing, either, as you can spend the bolts on secret, extra-short levels that really test your mastery of Penny’s moveset. There’s also a shop you can use to pick up some consumables to make Penny’s journey a little easier.
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Level design is another major plus here, as every stage expertly weaves in new concepts and level gimmicks while later revisiting old ones in inventive ways. For example, diving boards you can use to spring to new heights or huge bodies of water to skim over the surface help to give the different worlds a unique flavor, while also showcasing the versatility of Penny’s controls. Moreover, there’s a certain kind of crazy energy present in each stage as you tear around corners on Yo-Yo, launch over death pits, and frantically attempt to shake off the hordes of penguins chasing you. Penny’s Big Breakaway is a game that’s focused on fun in a way that feels delightfully old school, as it rapidly throws all kinds of new ideas at you without ever feeling too half-baked.
The only real complaint we have against Penny’s Big Breakaway is that performance on the Switch is noticeably lesser than what you can find on other platforms—here the frame rate is locked at 30fps while everywhere else it’s 60fps. We didn’t observe any notable frame drops in our time—it's a rock-solid 30fps—but this is the kind of game that really benefits from those extra frames. We also noted a fair few small bugs along the way, such as Penny getting stuck on level geometry in odd places. These bugs weren’t bad enough to substantially affect the gameplay experience but we’re still hoping that a patch goes out in the future to clear out those rougher edges.
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Visually, Penny’s Big Breakaway adheres to a graphical style that makes it feel like a lost classic from the Sega Saturn, characterized by dreamlike levels, goofy character designs, and bright, neon colors all over. With penguins all over the place and level hazards adding to the visual noise, it can sometimes feel like a bit much, but Penny is always clearly visible, and the camera does a fantastic job of framing the action throughout.
This is then matched by a bouncy and poppy soundtrack from Sonic Mania composer Tee Lopes that really feeds into the whimsical nature of these worlds. The catchy music helps to make subsequent runs of a level feel a little less like busywork, while the inclusion of some house, rock, and drum & bass elements keep individual tracks feeling diverse and fresh.
Conclusion
Penny’s Big Breakaway is a tremendous achievement by Evening Star, expertly combining tight controls, excellent level design, and a raft of creative ideas, all while throwing in a hefty dose of pure speed. Though the Switch version can feel a little rough around the edges at times, this is still an easy recommendation to make to anyone who considers themselves a fan of Sonic, 3D platformers, or both. Penny’s inaugural adventure has got it where it counts, and if you’re looking for a challenging, yet approachable new 3D platformer to add to your library, it doesn’t get much better than this.
Comments 74
Game looks fun but there's zero chance of me buying this on Switch at 30 fps.
I can live with 30 FPS if it's smooth.
Astral Chain apparently runs at 30 FPS and I really don't notice. Not saying I don't believe people who do, but I don't notice the difference between 30 and 60 FPS.
Well it's their first original game so I'll join on supporting to see more of project like this from them.
I am loving it so far. I thought the auto camera was gonna cause issues for me but so far the perspective is tight enough and the individual characters vs the backgrounds/platforms are distinctive enough on screen that I am not having issues. Feels like a really polished N64 platformer (or I suppose Saturn, but I didn’t have one growing up so no perspective) which is what I want and I love all the little objectives that keep the level fresh. The penguins add a sense of urgency without being anxiety inducing. I keep seen a lot of complaints about bugs but so far I haven’t encountered them.
Also she doesn’t find yo-yo, she finds a cosmic string that makes her existing yo-yo sentient.
and if you’re looking for a CHALLENGING.... (miam miam)
It’s real charming but it could’ve used a bit more time in the oven. Something about the controls feels kinda, I don’t know, sticky?
Yay, I've been waiting for this review, thank you NL/Mitch. I'll probably pick up the game this weekend - I've been watching some speedrunning and it looks so crazy and fun.
An 8? Thats very generous considering the issues (which are actually a lot greater than made out in the review - perhaps you had a lucky run!)
Controls and move-sets certainly need tightening IMO as it’s very easy to throw yourself into bottomless pits with ease thanks to a janky lock on mechanic and bad camera framing.
Suffice to say - I can see how the level design can compliment mastering the control scheme… but only when you can put your faith in it. At present there is too much unreliability (yo-yo is no cappy and is as unpredictable as the character itself) and the depth perception for platforming is questionable.
Hopefully they’ll patch this one up as I feel it was released waaaay before testing and polishing was complete.
@Dang_69 It's a 7 Yr old handheld based on a 9 yr old mobile chipset. What do you expect? Of course compromises have to be made when it comes to playing titles also designed to run on current gen level hardware. Even XSX and PS5 are more increasingly having 30fps capped games as then generation goes on. 30fps will always be a feature of console gaming as game engines and graphical ambitions and expectations continually evolve in a gen whilst the console hardware stays static. It's only in the PC space with its upgradable and customisable nature can you forever avoid 30 fps. You gotta manage those expectations.
i think the game has some potential to capture my interest. Probably a discount game down the road for me.
Sounds just as great as I expected based on what we had seen of it, definitely getting this when I can on Switch since I don't care about it being 30fps as long as it's smooth, but glad it's also on other systems for those who have them and want it to run at 60!
30fps is a real bummer though and Switch really should have been the main platform for this. Also I'm not going to pretend I'm an expert but from what I can see it doesn't look like it could not run at 60 on the switch.
The game looks great and I'm still very tempted and I've played plenty of 30fps games without having too much of an issue with it but yeah.
The game looks pretty nice. As often, I'll wait until a physical version drops.
Pffft ill never be able to wrap my head around those that act like 30fps is unplayable @Dang_69
Such a fun game, and it only gets better the more you play, getting better acquainted with the mechanics and controls. The only time I notice the lower framerate is watching a video of the game on another platform.
@Sonicka The controls are actually great. Not sure why you're having so much trouble.
@JenTea I don't think anyone thinks that 30fps is unplayable, many of us would just prefer to play games at 60fps at the minimum.
@IronMan30
I'm with you for most games (some games i dont even care if its particularly smooth,) but surely you notice it with very fast games that require quick reaction times. fzero X was the first time i realized that FPS mattered when pushing the limits of speed in games. ✌️
Ive never had any issue with 30fps games! For me its not a negative and as long as it runs fine and fun Im happy. Will add to watchlist for a decent sale
@Chunkboi79 That is a caveat of portable gaming though. You have to make sacrifices somewhere.
@-wc- maybe in a game like F-Zero, but on Sonic Generations for Xbox I didn't.
A lot of mechanics in this game are clashing with bad clipping along with pop-ins. I fell through so many times in certain spots in this game where the floor was supposed to be solid. Funny bugs too on certain things you can't jump/stand on.
6/10 for me. Great OST though!
I can't express how ugly this game is.
Having finished it earlier this week I can say it's alright. Definitely in need of polish but you could do worse than play it.
The game has too many collision bugs right now to be worth it.
@Dr_Corndog controlling Penny is fine - and there is excellent momentum mechanics in place.
The issues go in line with @vivianeat where I’m often fighting the game for control, judgement on platforming isn’t precise as it should be (shadow disappears on me half the time making it even more tricky) and I can’t rely on Yo-Yo for the auto locking onto targets as it’s doesn’t always hit the mark if you change penny’s movement. It’s very easy to mess yourself up and flinging yourself around or off the sides in error. This is especially true with bosses which have horrendous camera angles and jumps to perform that are at odds with the gameplay mechanics.
Additionally, sometimes the rolling mechanic won’t work on water / lava either causing a fall out, and I had to physically bruteforce my way through Level 10-2 because the game kept clipping me upright when I was riding up a really tall building.
I’ve had my fair share of unfair deaths in this title to say the least. It’s not a bad game but… it’s a very frustrating one that needs tightening and polishing up.
@Sonicka I had a stupidly rough time with the first boss because the rolling on water mechanic only worked half of the time.
Mega oof at the Switch version only running at 30fps. I bought it on my PS5, and it runs at 120fps on that platform. Absolute game changer for a 3D platformer like this.
30 fps really a negative for Switch games?
@GrailUK 30fps is a negative for the type of game experience this offers, for other genres or games on switch it’s not so much a problem.
With PBB it can mean the difference of night and day because of the type of reactionary platformer it is.
@larryisaman - don’t get me started on that one. I had so many deaths because of this. Climbing the boat with a double jump that gives no height was bloody fun as well. XD
Most bosses in this title are broken, and provide more challenge due to very bad camerawork and hit detection, I think the only boss I legitimately enjoyed was the finale very bizarrely.
30fps is the reason hi-rush did not come to the current switch and will come to switch 2 instead..
I'm kind of curious about it but likely wait for a sale, if only because though I have tried and tried I just cannot get into Sonic Mania so I'm hesitant to throw money at it.
That said provided it's stable 30 FPS is perfectly fine, this is always such a stupid thing for people to get hung up on.
@Sonicka Fair enough.
I like this game, but I'm gonna wait... Maybe we can get a 60fps update on the Switch 2.
@GrailUK I gotta agree with this. the hardware is almost 8 years old. 30 FPS is expected on all switch games imo. If its 60, that's just a nice surprise.
@Jamessmooth Depends how a studio prioritizes platforms. Yooka Laylee and the Impossible Lair and Prince of Persia both hit 60fps on Switch because they developed it specifically for Switch and then ported up to other platforms. The downside is the more powerful platforms get games that don’t push the hardware as much but the positive is the experience is consistent across all consoles.
Maybe this was designed for Switch first too but I’d be surprised, nothing about it looks like it’d be too taxing for it to manage 60
@GoshJosh You don't have to, mario odyssey is 60fps and so is smash bros. The ROG ALLY and Steam deck run plenty of games at 60fps.
It's not a caveat of portable gaming, it's a caveat of the nintendo switch.
30fps? Yeah, at this point, I only use NintendoLife for the reviews and then I buy the game on Steam to either play on my PC or Steam Deck. The Switch 2 can't come fast enough.
@IronMan30
i think we are on the same page, then 👍
Played a couple of worlds and finding I am always fighting the controls, I want to like the game but falling down pits because I can't seem to get momentum going feels tedious, maybe I need to learn some moves, not sure what I'm missing
@YoshiTails often it can be about stringing a set of moves together, double attack will initiate a dash (on the ground or midair), which you can then roll into riding the yoyo for speed… or maybe string it into holding down the attack button to swing midair to get across pits (the faster you go the more rotations and swing and release you get - can be very hard to pull off however).
What I wish I knew from the start was that Penny can use yo-yo to latch to platforms you miss to save herself (like a last minute grab of the ledge). It’s a VERY useful skill that the game never teachers you. The downside is that much like the other moves, it isn’t a reliable option or safety net - but hey - it’s something.
The Mania team has impressed me with how in just two titles they’ve shown they can master both 3D and 2D platformers. I am genuinely excited to see what they do next as a platformer freak.
Maybe I'm blind but frame rate almost never bothers me, if it is locked or consistent is usually more important to me.
@Chunkboi79 That's what they mean though. To get that 60 fps there are shortcuts made because that is just limitation of portable hardware.
Yes, Mario runs at 60 fps, but what you don't see are the shortcuts that allow it. For example in the heavy scenes, distant animations run at a lower framerate. Not to mention the games resolution is lowered in some parts.
Steam deck has it's limitations too, such has having to lower graphics for some games in order to get that 60 fps.
That is the caveat of portable gaming. 60 fps is something that will require workarounds to obtain depending on game.
@Quarbit That's what I mean. Saying a game having sacrifices from say a PS5 version is almost a parody of a review! It needs context of the hardware (like old reviews used to.) Maybe stuff like frame rate and fps should just be simply stated so people with every console under the sun can make an informed choice. But folk with just a Switch aren't disuaded. Dunno.
Well, my favourite game of all time runs at 20 FPS, and in this day and age, I really don't think 30 FPS is a negative, especially if the game is designed with that in mind.
@Sonicka
I know you meant “reaction-based platformer,”, but I found it a bit funny that your spellcheck changed it into “reactionary platformer”. It sounds like you think the platformer genre is some junk we should have thrown in the thrash bin long ago
30fps doesn't kill the game at all - don't get me wrong (and I often advocate for those sorts of titles because quite honestly the 60-120fps crowd are far too precious about it).
But it's a downgrade for me personally in this genre and I always prefer platformers to be higher in the performance area where possible. I can't speak for what goes on behind the hood or in the engine, but PBB does not scream the graphical quality and fidelity of Mario titles and other noticeable indies that manage to hit 60 with ease.
There is an awful lot of mayhem going on screen though...
@Perpetual_Change - god bless the autocorrect for the goofs. XD
From what I know, the game needs some patches to really stand out, so I will wait for a sale, hopefully by then it will be as it should.
Hilarious that the guys behind Sonic Mania can make a better 3d platformer than Yuji Naka.
@Sonicka Thanks for trying to help, maybe will get there with practice, guessing for others it clicks more instantly! Still haven't worked out the revving on the ground too, it seems to happen sometimes with press of ZR and sometimes not
@YoshiTails no worries - I fought with the controls in this game till the very end to be honest - but the one thing I do constantly read about is the “clicking” moment - some people get it and can do the mad tricks and can string them all the way to the goal, and others can’t.
I found myself somewhere in the middle by the time I finished the game (what a funny sentence). And even when it clicked and I realised the potential I still found myself fighting against the game quite a lot, which is why I don’t rate it as highly as I’d like to.
I’m hoping a patch to clear up the collision detection bugs, soft locks, visual glitches, and lock on issues will go some way to make this game a bit easier and more entertaining to play.
I’m glad to hear this game is good! It’s been a 3d platformer I have been looking forward to for a while.
Is it probably good yes. Is it anything I care about nope. Seen the ads, still not interested. Which as a platformer fan I should be like sure great another one. To me thought I'm like eh pass not engaging in the slightest the genre is getting stale and repetitive.
To me games on Switch are fine I don't mind 30FPS but it says a lot still how much they don't want to sacrifice. 30FPS is understandable but it says a lot about scale Nintendo goes to. They are willing to put shortcuts. Most want to keep things consistent to all platforms (or just Switch is lesser due to laziness to optimise it or go yeah we know the hardware limits of 3GB of RAM to work with and the 1GB for the system lets say, like it's not hard to see besides CPU why the 1GB of RAM then 256MB/512MB of PS3 and 360 weren't case besides oh userbase size) and make the Switch version lesser which it always will be but also says a lot when they won't go to shortcuts for gameplay/cutscenes or certain things it HAS TO look the same. The Switch is a better system to developer for but yet it still gets the short end of the stick. Says a lot about devs not just the dev kits and hardware being suitable for them.
There is a reason we don't get PS2/Wii/PSP versions anymore. Devs are too lazy. For an Indie game yeah makes no sense but AAA though more so to make that point.
For their team it's probably great for them to make their original 3D platformer. To me like with Clive and Wrench I can only take that appeal so far when the ideas as so bland. You play or research enough of these inspired by other popular games Indie games and go so when do they get good because they are just refinements of games, fan games that are official and aren't fan games with the characters but fan games in feel and execution, too close to what they are a fan of, not exciting new ideas.
I want new ideas in platformers, we don't get them. I'm disappointed and sick to death of nostalgic Indies and want more genres to have less nostalgia.
I don't get annoyed by Puzzle Indies, I do by racing and Platformer Indies.
I go retro in return because of how pathetic these games are getting. I'm never been so disappointed or uninterested in one of my favourite genres with quality of life and refined gameplay ideas. For such utter boring ideas then NEW ONES.
Got other platformers from the past to care about. I don't want any more Banjo, Sonic, Mario, Conker, Crash or Spyro Indie inspired games/clones.
I played Clive n Wrench and went nah, pass. I want more exciting mechanics, not the same generic collectibles, NPCs and worlds. I didn't care about it's Banjo style world at all I got bored really quick with it.
To me seeing some Indies back to back I was like these aren't exciting Indie platformers, their movesets are pretty boring takes on Mario, Sonic, Banjo like missions and hub worlds.
They are just so boring. If I want those movesets I'd play those games. Yet we keep seeing them.
Indie platformers feel like fan games with new characters then exciting. That's not what I want.
I can only play Demon Turf or look to Super Samy Roll before going so they have these Mario like movesets. Even though in Mario 64 or any future Mario game I never used any of those jumps or felt a need to besides also getting bored with Mario 64 too. The missions and level design just wasn't for me.
I'm like they are fine but if the movesets or just the level design are too hit game inspired pass.
I'd rather play 5th gen platformers like Glover, Space Station Silicon Valley, who wants to revive the Chameleon Twist tongue moves, no one ok fine then, they aren't a typical Sonic dash or a grapple hook in a game so no one has recreated them. Scaler, Dr Muto, Vexx, Kya, many others.
Back when devs had to stand not just it was new to 3D as the only reason, experimentation happened to see what would work and what didn't but it was fun to see and they all stood out, it's why we get boring Stray and other animal games these days, bore fests too grounded in boring mechanics and eh visuals/stories/boring characters for boring people.
Give us gameplay. I don't care about the characters.
It's like lyrics give me the instruments over some bland people singing about the most boring things let alone the vocals not being able to match fast paced sounds why because we have to hear those boring people sing, give me vocal chops or something actually to be unhearable of meaning then their voices making it hard to hear the sounds I want to hear in the first place and boring lyrics at that and their voices don't match the BPM of the sounds at all. People singing bring the pace down and they don't match the instruments pace because they can't or people won't alter their voices. They have to be heard. I'd rather they not be heard and match the pace or not be there at all. Get out of the songs.
Structure matters to me with music and so does games so if the gameplay sucks to me the game sucks. It can have any artstyle, world look or characters, if the gameplay/level design is boring then no sale sorry.
I'll buy a annual racing game if it has good ideas, if they don't well the teams don't sell me on it, I don't care about dream cars/bikes. I care about gameplay, the physics, the mode ideas, the variety of gameplay feels between rally, cone obstacle courses, touge, drifting, hillclimbs, not just racing all the time. So yes a few modes or management systems in WRC 3 or MotoGP9/10 has been fun.
I don't want Indies making nostalgic and repeated/minor refinements games are customers fine with for pretty safe products.
I seek new gameplay or ideas not repeating ones and if it is repeating them ones that aren't the big hits that are so overdone at this point. Refine a different gameplay mechanic instead or create new ones.
I'm even sick of rewind systems in racing games. They were dumbed down in 2008 by Grid, thanks Codemasters, you ruined Milestone's idea and even their current staff keep that excuse mechanic around.
Give me old Milestone's 2006 one make racing game RPG/old Tiger effect rewind system that was balanced not some dumbed down easy to access or 1-5 to no rewind system we have nonsense from 2008+ to now.
I don't take kindly to refined nostalgic experiences. I have better things to play then recycled game ideas.
Same with racing games, not into Outrun or Virtua Racing clones let alone dream car/eh progression arcade or simcade real or licensed cars racing games. Give me good modes, I'm in, if not well you made a bland game, moving on. Got better things to play.
There is a reason I bought Wreckfest and not GT7 or Forza Motorsport. More fun modes and content then the boring formats of those games. Sure their modes changed structure but for the amount of level gating and padding no way am I playing them. Also GT Sport bad AI scaling.
So sorry to be a downer they deserve the respect for making this type of game but man the genre is just really boring right now I can't not say I just don't care because to me most of the genre sucks right now of original ideas rather than being exciting to me personally because they are just so done to death and playing it safe because customers want safe gameplay ideas and whatever lovable characters when I just don't care.
The characters and worlds just aren't exciting.
@SuntannedDuck2 okay i'm not reading all of this, could you phrase your comment in a tl;dr
I may give the game a go down the road. I almost feel like the game was made by color blind people, the color arrangement is a bit off putting. ( For me anyhow. ) I don't particularly like the artwork of Penny. That being said, the game looks like a solid linear style 3D platformer which I think the game play can help me get over the look of the game. I've seen some speed runs and am blown away at how quickly people are able to test the limits of the game. I particularly like technical platforming. You just get satisfaction by pulling off some difficult stunts, even fun to watch others.
@DarkCoolEdge I totally agree 😭 I feel bad but I think this playing this game would make me nauseous, it's just so overwhelming and ugly. @GenzaiJH Same to this, it's probably the colors that bother me so much about it... it's a shame cuz it looks fun asf too
@Frailbay30 right so 30fps isn't a caveat of portable gaming as games have released at 60fps. This game runs at 60fps on steam deck. The switch is outdated hardware which many developers don't want to spend the extra time to add those shortcuts. And yes I'm very much aware of Nintendo's optimization methods for their console as they should since it's a first party system. But being a portable console has nothing to do if games can run at 60fps or not anymore. The Nintendo switch is just outdated, doesn't mean I dislike the switch. It's just a fact the hardware is outdated.
@NinjaNicky I mean, that could be an option. Since we're on the subject, what costumes do YOU have in mind anyways? I can see this option in a update maybe?
Cuz honestly Penny's design doesn't bother me in the least. But I have no idea what better costumes I could even suggest.
@NinjaNicky I get it. I don't hate how Penny looks, and I think on its own it's a fun design, but I do think in the context of the game it doesn't do a great job of communicating who she is as a character or how she interacts with the game world(kind of like Rocket: Robot on Wheels if anyone remembers that). A bit of a shame because most of the other characters feel better designed in comparison.
@JenTea 30 fps isn't unplayable but isn't ideal for platformers especially when I can get it at 60 fps elsewhere.
Removed - flaming/arguing
Nice review and nice score. I am hoping there will be a physical version though, and not of the "Limited run" variety. Otherwise I'll just wait for a discount.
What happened to that other 2D title, with the skeleton? It looked also very promising. Did they really cancel it just because their Kickstarter campaign went wrong? That would be terrible!
@Scoopz I don't know why people act like comments like mine hurt Nintendo's feelings or something lol. Why would I want a 30fps 3d platformer in Switch when I can get it elsewhere? I don't need to care about how old the Switch is or have expectations set. 30 fps on a 3d platformer is not optimal.
@Dang_69 No ones acting like that. You just made a comment and I responded giving my two cents. Sorry I hurt your feelings.
Cheers for the review. You kind of had a good feeling this would turn out good like Bolataro did. Insta-download as good 3D platformers are my kind/genre thang. Reads more like a 9 for me personally reading the review content.
Been playing it before bed a little bit every day. Definitely a charming and unique experience, but a little rough around the edges. The first world, for instance, feels a bit stretched out, I was tired of the same by stage 1-4.
Perhaps I was a bit overexcited for this one. But I kinda love it for what it is.
@Scoopz k
I enjoy many 30fps games.
A fast-moving game in which the player is literally graded on precision of movement has got to run at 60fps.
This was on my radar, and I hope it does well; but that’s a real shame.
30 FPS isn't hurting my experience at all. The game is still a blast on Switch.
@NeonPizza Don't own any of those consoles / platforms to reap the benefits unfortunately.
I may have considered it on my PS4Pro for a better performance, but weirdly it's not available on that generation.
Regardless, it's doesn't matter and it's my fault for assuming this sort of platformer would run as slickly as similar games I've played on the Switch - that's on me for not researching enough.
Game is still totally playable of course - but I don't really want to double dip on a game that I feels mid-at best anyway. I'll just keep my fingers crossed for a performance booster patch later on down the line - quite a few other indies I own have had similar updates in the past so it isn't unheard of.
I wish there was a demo. I don't play too many 3D platformers outside of Mario and Sonic these days, but if a good sale comes, or if a physical release comes that GameFly gets, then I'll give it a whirl.
@N00BiSH Fair enough. Congrats to the dev (not played but know of their other Sonic related works), disappointed we keep seeing more Banjo, Sonic, Mario 64, Crash, Spyro clones. I've briefly seen the trailers but not enough to get excited.
The mechanics are pretty standard, the worlds vary of still magical, the NPC minigames/quests are pretty generic most times. I'm kind of sick of them.
They feel like refinements (many Mario 64 moveset style Indies) or quality of life/fan games even than different games.
I played Clive and Wrench and while it was fine eh. I got bored quick. Platformers are a favourite genre of mine but nostalgic characters/themes over repetitive gameplay ideas aren't fun to me.
5/6th gen stood out, varied mechanics, niche or popular. Nowadays it's nostalgia/popular inspirations.
Indie puzzle game no problem, platformers/racing pretty unappealing. When the niche 5th gen have better mechanics or Indies could make new ones but nope, nostalgia selling and while probably fine worlds, the gameplay is pretty boring. I don't want Mario 3D World panel flipping or Banjo/Sonic aspects. It's been done to death at this point.
Biomutant or Stray lack what 5/6th gen platformers did with animal characters movesets. But like the industry cares got to have generic animals like we do generic human characters to play as (they don't have to be super human but still) these days.
@Dang_69
The game has been patched and now runs at 60fps.
This review should be edited.
@GrailUK
to be fair giving people the technical data and letting them come to a conclusion is what technical reviews generally do, like the ones digital foundry do, and those reviews in general tend to account for the hardware too
also they give additional looks into just how these kinds of things affect how a game plays , an example i remember going back to NSMBU after playing wonder and it felt somewhat "off" by comparison but couldn't put my finger on it considering both games ran at a stable 60 with similar physics, watching the video mentioned things like how key frames in animations can affect how a game "feels" to play.
While i dont watch their videos that much i have looked into some of the ones for games i enjoy and they have been an interesting look into how games manage to achieve their distinct "feel" when it comes to gameplay.
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