Apr 23, 2014
Even though it didn’t feel like it was gone (thanks to some well-timed seasonal outputs), we should take time to welcome back Cut the Rope 2. Om Nom is back, of curse, and brings new characters and some fresh tweaks to the gameplay.
The cutscenes tell the woeful story of appropriated candy and an inadvertently lost Om Nom, and how our roundish hero goes about getting home while re-collecting his hoard. As with the previous iterations of the game, get the basic concept is to manipulate the playing area to get the candy piece into Om Nom’s mouth while nabbing as many of the three stars available in the process.
The general mechanism remains the same: swipe gestures sever the ropes holding the candy, and if done correctly, On Nom gets his treat. Balloons and platforms make early and continuous appearances; the former works to complicate puzzles in an interesting way, as they (as everything else in the game) follow general rules of physics. As progress is made, new folks with interesting powers make their acquaintances.
Failed levels can be repeated, and there are plenty of upgrades and such that can be applied after procurement from the in-app purchasing depot. There are bonuses that can be used to help with solutions, as well as other exhaustible power-ups.
The graphics look familiar, which is a good think. the different environments are mostly unique, but retain the look most folks know and love. The use of color os well done, and the hi-res, glossy imagery coupled with the occasional cutscenes work well to convey the gameplay. The animations are smooth, down to the soft bounces of inflatables and flail of the severed restraints.
Cut the Rope 2 seemingly manages the difficult art of being a sequel to a well received game that stands on its own feet without wrecking what worked to make the original popular in the first place. It’s a great time waster that reaffirms Zeptolab’s mindshare.
Cut the Rope 2 Review Rundown
Download: App available at the Google Play Store »