Turns out we need to have that chat again. The one we have when an iOS title does the rounds on the apps store and creates enough of a buzz to get itself green-lit on Steam then appears some time later as a PC title for a significant amount more money. For some titles, I get it; I do. A lot of the time we don’t have this talk because I can see the work behind the scenes to improve the title -- extra levels, added voice acting, upgraded graphics. These things take time and money as well as make for a more complete game than the iOS original so, sure, it’s justified a bigger price tag. But this isn’t always the case. Sometimes games get a straight port and think that’s enough to grossly inflate the price. Sometimes, a game sold on the app store for $2 suddenly becomes $10 despite no alterations being made. Let’s talk about Unpossible.
Unpossible isn’t a bad game; it’s an endless runner set on an infinite cable that you can rotate around to avoid a bevy of onrushing obstacles. Hit an obstacle, you die and start again. There’s three difficulty modes that each increase in speed and difficulty, and if you can last more than thirty seconds in Ultra, you’re better than I. That’s not to blame the game; every time I hit a game over, it’s entirely my fault. I could have been quicker circling out of the way of a block, or I panicked and spun the wrong way -- there’s always an executable exit plan in Unpossible if you’re quick enough.
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Staff review by Gary Hartley (July 06, 2015)
Gary Hartley arbitrarily arrives, leaves a review for a game no one has heard of, then retreats to his 17th century castle in rural England to feed whatever lives in the moat and complain about you. |
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