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REVIEW

Snake Pass Review

by Will Fidler, April 22nd, 2017
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Gaming chewed up and spat out the 3D platformer genre by the time the mid 2000’s rolled around. There was no shortage of fluffy characters serving attitude by the spades. By now anyone over a certain age will most likely be massaging some rose-tinted memories for their mascot of choice. We now live in an age of instant nostalgia. No company is beyond plumbing the depths, looking for a golden egg for an easy win. Kickstarter practically runs on nostalgia-baiting older players. And this is where Snake Pass fits in – A game with all the trappings of a colourful platformer, mashed with the streamer friendly wackiness of physics based movement.

Snake Pass keeps everything light and fluffy, even by the standards of its cartoonish presentation. Something has damaged warp gates between levels. As Noodle, you must collect the colour coded pieces to repair the gates. This is accomplished by slithering Noodle under, over, and around various obstacles.

Movement is center stage in Snake Pass. Lacking arms, Noodle has to slither over everything. The controls are  a little different from what I expected from a 90’s styled platformer. Noodle is more driven than directed. One  button acts as an accelerator, and another as an almost brake that’s best used to keep Noodle attached to whatever he’s on at that time. Another two buttons direct him up or down, and that’s it. No frills. Just you, a snake, and multiple shiny things to collect.

From here Snake Pass was happy to let me figure it out for myself. Criss-crossing up and around is at least a novel way to traverse the four themed worlds. Less novel are the various obstacle courses. 90% of each level are wooden beams. Rotating ones, static ones, round, square. Snake Pass has a lot of bamboo poles. Move your way to the three core pieces, nab some other collectibles, and that’s every level of Snake Pass.

It doesn’t take long for the ideas to stop coming. There isn’t much past mastering movement, and after that first hour it’s doing it in more constricted spaces. Bottomless pits become spikes, which becomes lava. It’ll all will get you in the end anyway.

 

Snake Pass has a prevailing tone of relative cheapness. Assets are overused, with each level becoming a blur of the same piles of stone, wooden poles, and glistening pools. This is despite good use of the Unreal 4 Engine. Everything pops with a soothing colour palette of saturated primary colours. Noodle also animates wonderfully, slinking through the dense grass. Sadly, endlessly repeated environmental design turns the majority of the game into a leafy green blur. It’s almost meditative in its repetition.

The games length only exacerbates the issue. Finding three colourful doodads over a series of increasingly lengthy levels eventually has Snake Pass collapse in on itself. Snake Pass doesn’t have the mechanical density to last as long as it does; about 6-7 hours. Other physics based games like Octodad and Surgeon Simulator get the most out of their premises by being short, succinct experiences. Snake Pass goes on too long for the sake of having a more traditional game packed around the physically silliness.

Apart from realistic-enough Snake style movement, there is nothing of note here. It’s a game to play for sake of playing a game. It’s a time waster, a saccharine sweet piece of fluff that wants you to have a good time, then stretches itself out a bit too long to make it worth £15.

Snake Pass is a lazy afternoon game. Tying myself in knots as I clambered over structures that  10 year old me would’ve love to play on felt very safe once the novelty wore off. It’s inoffensive. It’s twee. Bubble gum for the brain – Just enough to chew on with no staying power. If you really find yourself jonesing for some 90’s-ish platforming, or thought you would’ve enjoyed Octodad more if there was an actual game wrapped around it, Snake Pass has you covered.

6
Cutesy platforming stretched too thin.

Filed under: Platformer Snake Pass Sumo Digital

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