Dots and Co Review

Dots and Co Review

Aug 26, 2016

I often think long and hard about the words I write. It might not seem like it sometimes, but it’s true. I fret over each adjective, hoping that I find the one that really evokes the meaning I’m going for. With Dots and Co I’ve struggled to find the perfect word. I wanted to say ‘nice’, but nice seemed a little bland, a little basic and a touch too simple.

However, Dots and Co is a simple, somewhat bland and basic puzzle game. It’s really nice.

It’s a really stylish looking game full of clean designs and pastel colours. Cute characters and animals place themselves at the top of the screen, acting as your avatar. There’s a good amount of polish to proceedings, with your avatar following your touch across the screen and with blips, blops and pops following every action. There’s also some really… nice ambient music that accompanies everything, filled with chilled out acoustic guitar.dots2

The game is made up of coloured dots placed on a grid. You need to draw a line between as many dots of the same colour as you can. Drawing a line causes the dots to disappear and more dots fall from the top of the screen to take their place. The challenge is that you need to clear a certain number of certain coloured dots to complete each level.

Adding some difficulty and variety to proceedings is special abilities you’ll pick up as the game progresses, ice blocks that stop you starting a line on certain squares of the grid and the fact that the grid itself will change shape and size from level to level.

The problem is that each level doesn’t really ask too much of you. There’s very little strategy to any of the proceedings means it’s hard to really call it a puzzle game. You just do the thing it’s asking you to do and all without much thought. I guess this makes it ideal for a casual audience but it’s probably safe to say that Dots and Co is a little too casual, especially for the first 50 or so levels.

This being said, it’s hard to be too negative. It’s just too nice, too relaxed and too gentle for you to get sick of it. I found myself not so much bored, more in a state of zen.

Which might be exactly what you’re after. A game to kill some time whilst you’re sat on the bus, something to keep you busy whilst waiting for a microwave to ding, something that requires very little thought and it really quite pleasant to look at.

Dots and Co is a nice game.


Mobius Final Fantasy Review

Mobius Final Fantasy Review

Aug 23, 2016

I have to admit it. When I first saw the screenshots for Mobius Final Fantasy, I didn’t believe it’d look that good, let alone look that good on my crusty old phone. I was wrong. This will undoubtedly be the first thing you’ll likely notice about Mobius Final Fantasy. It looks brilliant and it’s beautifully animated too.

The game itself is both confusing and extremely straightforward at the same time. The bit that’s easy to get your head around is the fact that this is simply a set of battles, one after the other. There’s a map shown to you but there’s zero exploration as all you need to do is simply click on the next location you need to move to. It’s entirely linear and it’s only the animation that takes up the top of the screen that lets you know that your character is actually on the move.

What’s also easy to understand is the controls. To fight your opponents all you need to do is tap on the screen to do a normal attack and press a button to cast some magic. Dead easy.ff3

This is now where things get out of hand and the tutorial lets you down in a big way.

You see, Mobius Final Fantasy is actually all about collecting, fusing and levelling up cards in a deck. The cards you’ve got will dictate what type of fighter you are, a melee, ranged or magic user, they’ll dictate what spells you can cast and they’ll also decide what your summon attack is.

The thing is, there are so many stats to each card and so many ways you can build a deck it makes your head spin.

Each deck has to have a ‘job’ card, this can be levelled up to unlock more jobs, has status boosts and abilities that can also be unlocked on it. Each deck has to have a weapon, this will also boost stats and attacks and statuses. Each spell also has abilities, both passive and active that can be levelled up. You can fuse two cards together to make the levelling up process quicker. There’s also an ‘affinity’ system during battle that means you take less damage from those types of attacks. Using and ‘affinity’ spell will mean you’re less likely to receive seeds of that type. Seeds are used to cast spells but only spells of that type of seed. Before you go into battle you can ‘rent’ a card. This is a card that is owned by another player and by fighting with it you gain experience for that card. This is good for the other user because they can be offline and have people level up their cards for them.

That giant paragraph I just wrote? It seems like total nonsense to me and I wrote it. Lord only knows how you feel.

So this is the major problem with Mobius Final Fantasy. It’s a bunch of systems built on systems with other systems that support it. Fuse this, rent that, meld them, collect these, pick up shards of the other… it’s too much for what is essentially a game that requires little skill.

Maybe you’ll enjoy building decks but the only thing that changes after you’ve spent hours in confusing menus with confusing systems is the fact you get to see larger numbers appear over a monster’s head. It’s so much work to play and to understand and not much fun to play. A visual spectacle that dazzles before the gameplay itself confuses. You can always press the ‘Auto’ button, whereupon the game literally plays itself. At least it seems to understand its own rules.


Dropsy Review

Dropsy Review

Aug 23, 2016

Some games take very little explanation – ‘hit the ball’, ‘cross the road’, some are pretty simple. Others, like Dropsy, need a little bit of a set-up. Whilst the gameplay of Dropsy is straightforward enough, it’s a point and click adventure game, the story is pretty unique.

You control the titular Dropsy. He’s a clown who has a somewhat terrifying appearance, with a bald head, permanently applied make-up, missing teeth and a body that seems to resemble more water-balloon than flesh. He’s a little unnerving to look at.

As if things couldn’t get worse for poor old Dropsy at the start of the game you’re shown that the circus tent he lives and works in burned down years ago, with his Mother and other townsfolk dying in the fire. Now he lives with his poorly Father and is ostracized by the outside world who believe the fire was his fault.

So this is Dropsy’s story. He wanders around the town looking to make people’s’ lives better, though they initially don’t trust him and don’t want anything to do with him. All he wants to do is give everyone in the town a hug (seriously, there’s a ‘hug’ button) but he’ll need to prove his worth first. Along the way Dropsy will acquire new friends, in the form of a dog a chick and a rat – with these little critters being controllable and allowing you to solve puzzles, such as climbing up a drainpipe, that Dropsy himself couldn’t do.unnamed-16

The puzzles are pretty simple, such as planting a new flower for the girl that’s crying over the fact her current flower has died. There’s no ‘click on everything’ nonsense that you usually get with point and click games. Interestingly, the game has no dialogue, either written or audio, as it conveys all of its messages through the use of symbology. It’s a system that works well and puts you in the oversized shoes of Dropsy, as he feels alienated and can’t communicate with people all that well.

The game is surprisingly focused, considering you’re never funneled through the game and are given a great deal of freedom. The developer calls it an ‘open worl point and click’ and whilst that’s a bit too bold of a claim, it’s fair to say there’s plenty of screens to walk through to see where they’re coming from.

One system that’s a little bit of a miss is the way the day passes. You see, as you switch from screen to screen, a clock of sorts ticks down. This means that each screen you visit has a day and a night version. This also means that the people you can interact with move from screen to screen as the day progresses. This can leave you confused and wandering around wondering where that one character has walked off to. It can also leave you with the situation where you need to ‘wait’ for the sun to set before you can actually get on with the game.

It’s a fairly minor gripe, in the grand scheme of things and considering all of the positives this game has going for it. The graphics, the animations, the music, the story, the characters – it’s all incredibly unique and ultimately sweet-hearted. It’s unlike any point and click adventure I’ve played before and I can’t recommend it enough.


Shadowverse Review

Shadowverse Review

Aug 15, 2016

A bugbear of mine is game reviews that rely heavily on simply comparing the game they’re talking about to another, more popular game. Sadly, there’s no way I can talk about Shadowverse without mentioning how much like Hearthstone it is.

Seriously. It’s really like Hearthstone. Really.

You have 3 cards to start with and you’re in a 1 on 1 fight. The fight progresses in rounds and in each round you’re given points to spend. The first round you can spend 1 point, the 2nd round you can spend 2… you get the idea.

These points are spent on playing cards. Cards that have been played are placed face-up in front of you. More powerful cards cost more points, so you’ll only be able to play them in the later rounds.unnamed-11

Cards have 2 values that are important when they’re in-play. A defense and an offense value, these two numbers represent how much damage the cards do and how much damage the card can take before they ‘die’ and are taken off the table. The aim for you is to attack your opponent, which is made harder by the fact that your opponents cards are trying to attack you too. Do you hit your target this turn, or should you remove some of their cards from the table, lest they hit you back?

Honestly, it’d be so much easier if you just went and played Hearthstone.

One thing that Shadowverse does that’s totally unique is an ‘evolution’ feature. In each battle you have 3 evolution points to spend. These allow you to evolve your cards which can result in better stats or entirely new abilities becoming active.

Much like Blizzard’s competitive card game, Shadowverse has a wide range of cards, all featuring exquisite art. There’s hundreds of the things for you to collect and building your own deck is a chance for you to create something that’s unique to the way you play. A lot of cards have abilities that suite one style of play over the other, though sometimes they’re written poorly and take a bit of trial and error before you fully understand how they work.

Another criticism would be that card’s stats aren’t clearly identifiable when you’re in the middle of a game. To be able to see what affects the cards have, what their attack and defence values are, you have to click on them. This might not seem like much, but when you’ve got 4 cards on the table and six in your hand, it can become confusing as you try and figure out what each card does and how they’ll affect each other.

One aspect that Shadowverse has over Hearthstone is the single-player offering. There’s a large number of characters to play as (each offering their own unique decks) and there’s fully voiced dialogue between each battle. The story is your normal fantasy nonsense of magic and evil, but it’s useful for players that want to learn how to play offline, rather than getting their decks kicked in.

Shadowverse is blatant in what it’s trying to do – copy Hearthstone. In fairness, it does this well. Whilst not offering too many of its own unique ideas, aside from the evolution feature, it’s well made and just as fun as Blizzard’s own.


Fall Hard Review

Fall Hard Review

Aug 9, 2016

There will always be room for good arcade games. Games that offer and require no story, that don’t change with each playthrough. PacMan, Galaga, Super Crate Box – these games are always the same each time you pick them up and that’s just great.

Fall Hard is an example of this too. You play as a ball which desperately wants to fall to the floor. It’s like an inverse Doodle Jump, where you want to get to the bottom rather than reach the top. The game doesn’t score you on the distance you travel downards but instead gives you a point for each green square you hit. These green square bounce you upwards, but disappear as soon as they’re hit.unnamed-9

Easy, right? Well, it would be if it weren’t for the natural enemy of green squares, the dreaded red triangle. Red triangles will simply kill you on contact and end your run. Game Over. Here’s you score. Please try again.

So the game’s dead simple and the controls work well. Touch the left side of the screen to move left, right side of the screen to move right.

The visuals are striking, with a neon colour pallette and a cool looking CRT filter applied to everything. Audio is not much more than simple blips and bloops, though this plays into the hands of the ‘arcadey’ feel of the game.

The game’s real issue is with the ‘fairness’ of the game. With a title like Fall Hard, you’d expect there to be difficulty, however it seems to veer into the impossible on occasion thanks to the squares and triangle spawning randomly. Sometimes it will feel like you’re funneled into a trap, with a green square popping you up into a red triangle and offering you no choice but to get killed.

This might have been me being rubbish at the game. Perhaps my reactions were too slow, I can’t say for sure. What I can say is that I quickly stopped getting angry at myself and started blaming the game. It went too far and it became no fun. I put it down and only went back to it because I needed to write this review.

Most players will also find it difficult to come back if they’re not grabbed by the gameplay. This is because there’s little to unlock, except for some different looking circles. Aside from this there’s no change in the ‘enemies’ you encounter. You’ll always see red triangles and you’ll always score off of green squares.

Once you’ve played it the first time you’ll have seen everything. If the game feels fair to you, you might keep coming back to it. I, however, found Fall Hard to be more unfair than it was hard.

Tap my Katamari Review

Tap my Katamari Review

Aug 8, 2016

I’ve never hidden the fact that Katamari Damacy is one of my favourite games of all time. I’m also a pretty big fan of ‘clicker’ games. With this in mind you’d think that Tap my Katamari, which is a ‘clicker’ based on Katamari would be perfect.

Sadly it’s not.

The basics are as follows. On the screen you’ll see the Prince of the Cosmos. He’s rolling a ball, except it’s not a ball. It’s a sticky sphere called a Katamari. By rolling over items that Katamari picks up said items and eventually grows in size. This is the aim of the game, to grow your Katamari to gargantuan sizes. You’ll start by rolling up thumbtacks and before you know it you’ll be grabbing cars, buildings and eventually entire planets.unnamed-5

With each tap of the screen you prince moves forward, with a distance gauge showing you how close you are to picking something up. So you tap on the screen and pick things up, with each item dropping money. Money is spent on hiring your ‘cousins’ and they’ll earn money for you whilst the game’s closed. On top of this your cousins provide you with a boost so that each tap moves you forward further and quicker.

The problem here is that with most ‘clicker’ games you make progress when the game is closed. In Tap my Katamari you make progress to a degree, with money being earned whilst you’re away. This money can then be spent on upgrades, which is fine and makes future progress quicker. This means that if you return to the game after time away, you have a bunch of money and can now supercharge your Katamari. You’re now stuck having to tap away on the screen to pick up items. As no items were picked up during your absence no progress has actually been made.

On top of this lack of real progress whilst away there’s some real peaks and troughs to the distance required between items. You’d think that items would be harder to pick up (further away) as you progress through the game. However, some items are exponentially tougher to pick up, then you’ll have a very short distance and the sense of progression makes little sense.

Also, there’s 3 abilities you have to make tapping a little more interesting. You can use a ‘super-charge’, which gives you a one off boost of distance. Then you have an automatic clicker and finally you have a money boost which spits out coins for each tap.

These 3 abilities are fine but limited. Other clicker games have all manner of upgrades and abilities to unlock but Tap my Katamari has only 3, all of which will be unlocked on the first day of play.

It’s shame that this unbalanced and lacking clicker has such a great look and sound to it. The Katamari series has always had outstanding music and this one’s no different, but when the best thing about your ‘clicker’ game is its soundtrack, something’s gone wrong.


Blocky Soccer Review

Blocky Soccer Review

Jul 2, 2016

It’s easy to look at Blocky Soccer and immediately assuming it’s nothing more than a Crossy Road clone. Thankfully there’s enough differences to make this thing stand on its own two feet.

The game has you participate in mini ‘tournaments’ that are simply three games played back to back. If you’re thinking that you’re going to play full games of soccer, you’re mistaken.

Each soccer match consists of watching a ball move from one goal to the other. I assume there’s some random number generation going on, as it seems to move back and forth randomly. If the ball hits your goal, you simply get the spin of a roulette wheel which will either see the opposition score or miss. As soon as the ball hits their goal the scene changes as this means you’re about to attack their goal.

This is where Block Soccer is, at its most, Crossy Road. You are a footballer at the bottom of the screen and you need to swipe left and right to avoid defenders coming at you from the top of the screen. You also need to keep an eye out for defenders tackling you from behind, as they can also appear at the bottom of the screen. It’s pretty straightforward, even if it does get tricky when you’re bombarded with defenders. Once you’ve dodged enough tackles, which is a random number, you’ll then need to take your shot.BlockySoccer4

Once you’re in front of the goal everything stops and you’ll have an arrow waving from left to right placed in front of you. Shooting at the goal consists of two taps. Your first tap will stop the arrow swinging. Once you’ve done that the arrow fills up to show how hard you’re about to punt the ball. Tap the screen to stop it filling up and take the shot.

Easy. Right?

Sometimes, if you’re lucky, there’ll be a key in the goal. If the ball hits the key, it’s yours. You also gain keys if you win tournaments too. What do keys do? Well, they unlock new kits and eventually new stadiums to play in. The problem is that these kits aren’t that interesting. Some are quite cool – as they let you play as an animal or something weird, but most are just slightly different colored variations of the same model you’ve been looking at for hours already. Also, nothing else really changes. Unlike Crossy Road – which it’s hard not to compare this game to – it’s not as if you play with different types of ball or come up against different types of defender.

Which isn’t the worst thing in the world but it does mean that there’s very little to see once you’ve unlocked a kit or two.

Star Knight Review

Star Knight Review

Jun 27, 2016

I love a good platformer, me. Super Meat Boy, Shovel Knight, you know the type. Sadly, it’s never been a genre that touchscreen devices have been able to get a handle on. Touchscreen controls being what they are, the precision required just doesn’t exist when you’re tapping on a screen.

Star Knight probably knows this (or at least the people making it do). Star Knight is an action platformer but it’s a slow action platformer. Not painfully slow, not boringly slow but more deliberately slow. It’s also somewhat ‘floaty’ in the way you jump. These may sound like criticisms, but they’re not. They’re deliberate design choices that make Star Knight play differently to other platformers and also embraces the limitations of the controls available to mobile players.

It also helps that the somewhat slow and floaty physics of the game are put to good use with varied and challenging level designs. Sometimes you’re asked to wall jump you’re way to the top of a level, other times you need to make accurate jumps from platform to platform. On top of the platforming there’s also enemies in your way.StarKnight3

Combat is pretty straight forward. You have an ‘attack’ button and a ‘special attack’ button. Your character will then swipe their sword in whatever direction you’re facing. Occasionally you’ll want to press the ‘special attack’ button, though this will mean a larger version of your sword swings and your attacks do more damage. This basic combat has a levelling-up system of sorts bolted onto it, as you can collect tokens in levels which improve your attack and health values.

The enemies themselves are pretty varied, some will fly, some will shoot things but all of them are a little boring to fight. This is a real problem when it comes to boss battles. These are battles that last much longer but lack any variety in attack patterns so it becomes a bit of a grind to defeat these foes.

Which is a shame, as the main platforming element of Star Knight is pretty great. It’s all wrapped up in a really smart art style that makes journeying through levels, identifying dangers and spotting hidden items easier and more intuitive. The game is primarily black and white and uses splashes of color to highlight things that can kill or cure you. It’s a smart visual design that makes it easy to see what’s going on.

Another plus is that there’s tons of levels and there’s also an arena mode where you can battle enemies. It’s safe to say that I didn’t spend too much time in this mode as the combat is, as mentioned, weak.

Star Knight is ultimately a quality title. Some varied platforming, solid controls and a great art style are slightly dampened by dull combat, but in the end, it’s a hit.


Soccer Manager 2016 Review

Soccer Manager 2016 Review

Jun 27, 2016

People always think they can do better than the manager of any team they support. That formation? That transfer? That substitution? All wrong. Let me show you how it’s done.

So that’s what I was hoping for with Soccer Manager 2016. It offers all you’d expect from a football (soccer) manager game. You can set training schedules, formations, transfers and so on. All of the big European leagues are represented and there’s all of the logos and player portraits you’d expect.

The main issue is that it’s all far too slow. The game is essentially a series of menus and it’s takes far too many clicks for you to actually get into a game. Also, the game is heavily designed to be played ‘on the cloud’. Essentially, this means that the game is constantly saving and uploading save files to the internet, so if you have a remotely questionable internet connection it’ll become a real grind.sm162

The menus are also pretty ugly and when played on a smaller screen a bit too fiddly, with some buttons and menus requiring precise taps of the screen. On top of the poor visual presentation I found an odd bug where you can’t mute the audio at all. This meant I had to mute the phone, so my ideal scenario of listening to a podcast whilst lifting the Champions League trophy was dashed.

The simulation of the football matches themselves also resulted in some questionable outcomes. For five straight games, my players received red cards. Then I had one game where I only got two players yellow cards, which was then followed by another three match streak of red cards.

Another issue with the matches themselves is the way in which you make substitutions and formation changes. In most games it’s a simple case of dragging and dropping players from position to position or from the bench to the pitch, but not in Soccer Manager 2016. Instead, everything is done through menus, meaning that if you want to alter that midfielder’s position into a more defensive role, you need to scroll through a huge list of formations.

On top of this, it’s hard to predict exactly what impact your decisions will have when it comes to tactics. For example, you can choose someone to be the ‘playmaker’ of the team. What does this mean? Do you need someone who’s good at passing here? What if you have a defender who’s good at passing, then what? What if your ‘playmaker’ is slow?

On top of this it’s impossible to know how your players are going to develop… unless you purchase some in-game coin. This is a free to play game, after all, so to do better you’ll need to pay. You’ll pay to view a player’s potential, you’ll pay to unlock stadium and training improvements quicker and so on.

Which is a shame as the entire game needs to be quickened up. It’s ultimately solid, despite some odd red cards and a lack of feedback to your actions, but slogging through menus slows everything down to a real crawl.

Invaders Inc Review

Invaders Inc Review

Jun 20, 2016

Sometimes I play games to build. I want to grow an empire, lead a sports team to victory or just construct a castle of sorts. Other times I’m all about that destruction. Wiping out civilizations, demolishing towns and annihilating entire planets. Invaders Inc is the latter rather than the former.

It sees you playing as a race of aliens looking to make Earth their new home. If you’ve played Plague Inc., you’ll have an idea of how this plays. Like a cross between Risk and Xcom, you need to invade different countries and build-up your offenses.

This may sound exciting, but it’s really quite dull to play. For starters, this whole game plays out at one pace. You can’t fast-forward the game, so at some points you’re sat there waiting for something to happen – a new ship to be built (which is done automatically), a new genetic upgrade to unlock or a new weapon to invest in.invaders2

All of these upgrades and improvements are unlocked through nothing more than a series of menus, meaning the gameplay boils down to waiting and clicking through menus. This wouldn’t be too bad if there was some grand strategy to the things you’re doing. However, there’s not.

You see, the ‘strategy’ is all to do with each country’s heat, cold, science and military values. These values all relate to your own aliens IQ, strength, heat tolerance and cold tolerance values – and that’s it. If your aliens have a low heat tolerance you need to invade a mild climate country and then invest in, you guessed it, your heat tolerance. If a country has a high science value then you need to invest in your alien’s IQ values. There’s no risk or reward to anything and it’s all quite predictable.

Eventually, the invasion stops being a secretive operation and it soon descends into an all-out war. This might sound exciting, but like everything else in the game, this is all about bars filling up and upgrades being bought via a menu. You see, as you’re invading, the human’s ‘awareness’ gauge slowly fills up. It’ll fill up more quickly if you invade ‘high-science’ countries – this can be slowed down by upgrading your alien’s ‘stealth’ capabilities.

You should see a pattern here. One bar fills up so you need to buy an upgrade. You wait and watch bars fill up and as a result, you then buy another upgrade. Rinse and repeat. War breaks out but nothing changes as – yet again – you simply watch bars decrease this time.

It’s a real shame that such a good premise fails in its execution. Having played Plague, Inc. I could see what the game was aiming for, but there’s little polish or flavour to the game.


Stickman Soccer 2016

Stickman Soccer 2016

Jun 20, 2016

Soccer games have been getting more and more complicated as the years have gone on. Now you’ve got through-balls, lofted passes, finesse shots and so on. It’s sometimes too much and these complicated controls don’t translate well to mobile phones or tablets.

Stickman Soccer 2016 looks to remedy this. It does this by giving you two buttons – one that passes and one that shoots. If you’re defending, you have a button to switch which player you’re controlling and another button to carry out a slide tackle.

That’s it. It’s unbelievably simple yet does produce some moments of fun. On the harder difficulty settings you’ll need to pass the ball around enough to try and get the opponent’s defenders out of the way. Also, shooting from afar doesn’t result in goals too often, so passing and moving are required.

Defending is a little harder as it seems a bit random as to whether your tackles work or not. On the harder difficulties it seems like the AI can read your mind and dodge out of the way of sliding tackles with cat-like reflexes.stickman4

Aside from the basic arcadey gameplay there’s really not much else to talk about. Sure, there are teams to unlock, and they have different stats and kits, but there’s nothing else to really aim for or complete. Seasons can be played out, but there’s no real progression or development to your team – you won’t be taking part in transfers or developing talent.

Also, the different leagues and cups you want to play in need to be unlocked through watching adverts. This wouldn’t be such a problem if the game didn’t ask you to watch 5 adverts in a row before unlocking the content. Why it can’t ask you to watch an advert after every 3rd game, I don’t know. Instead it wants you to watch all adverts in one block and it’s a real slog.

The adverts don’t just get in the way when you’r eunlokcing content but they also intrude when you’re playing the game. Whenever you finish a match or pause the game, an advert takes over your screen. Sure, you can buy an IAP to get rid of these adverts, but the game is so slim on gameplay I’d find it hard to recommend.

Also – a quick mention of the game’s attempt at representing women’s football. Essentially, it alters the ‘normal’ stickman model to one with inflatable balloons for breasts and a pony-tail. There you go ladies, enjoy!

Stickman Soccer 2016 is a bare-bones arcade game that goes from being too easy to too hard in the blink of an eye. It’s also got very little variation to keep you playing.


LEGO Star Wars: The Complete Saga

LEGO Star Wars: The Complete Saga

May 31, 2016

I’ve played plenty of Lego games in my time. From Hobbits to Batmen, I’ve enjoyed the platforming fun they provide and appreciated the humour they manage to cram into their levels and their cut-scenes. I’ve never, however, played one of these games on a touchscreen mobile device.

So it took me no time to decide that I wanted to get my hands on LEGO Star Wars: The Complete Saga. It’s essentially an action platformer set in the first 6 episodes of the Star Wars. Whilst some Star Wars fans will want to deny all existence of the prequels, fans of Luke Skywalker and Jar Jar Binks alike will have something to look forward to.sw2

The game itself is fairly straightforward. As it’s an action platformer you’re required to make your way through the levels, jumping from ledge to ledge and taking on all manner of enemies. Where it gets interesting is the way the LEGO license is used, as some puzzles within levels can only be completed by putting together LEGO bricks to make bridges and all manner of level-specific objects.

What’s amazing is the sheer amount of content that’s on offer. Each film, of which there are 6, is made up of multiple levels. Each level has multiple cut-scenes, all of which are full of humour and sure to delight kids both young and old. All of your favourite characters are playable (as well as some of the more obscure ones) and they all have different skills which means replaying levels is well worth doing. C3PO, for example, can’t run or jump but he can access control terminals which will unlock areas otherwise impossible to get to.

The only issue I encountered is the controls. This is a platforming game and as such it requires quite some precision to be able to complete some of the harder jumps. LEGO Star Wars: The Complete Saga offers you two options. The first option is your standard on-screen controls, where you drag your thumb around and it acts like a normal controller. As is always the way with this type of control scheme, the lack of physical feedback when pressing buttons makes it less than ideal and will see you falling into Rancor pits.

The other solution is ‘tap controls’. This dumbs down the control scheme so that all you need to do is tap to where you want to go. For the more difficult jumps all you need to do is tap close to the ledge and then swipe upwards and the game does the difficult jump for you. This is too easy. I hate sounding like Goldilocks, but there’s no control scheme that’s ‘just right’ so I found myself with on-screen controls that were too hard or tap controls that were too easy.

It’s a real shame, as this would otherwise be a game I recommend without any hesitation. As it stands this is a game that I recommend but with the caveat that you need to be prepared to battle some wonky controls.