Toree 3D (Switch) review"I might have spent more time writing the review than actually playing this game" |
Toree 3D is a 3D platformer that costs 33 cents per D. It has nine levels, so 11 cents per level. And can be finished in about 30 minutes, so 0.056 cents per second of playing. Basically, what I'm trying to say here is that this is not an epic game, but at least they are upfront about it.
But instead of lamenting what it isn't, let us appreciate what it is. It's a dirt-cheap 3D platformer... with solid controls. That can't be emphasized enough; this game feels as good to move around in as any halfway decent full length game does. And honestly, that's something you don't expect from these sorts of budget titles. Yes, the moveset is limited - jump, doublejump, walk, run - but it has a sense of speed to it and the actions feel fluid and responsive. Your jumps have enough distance to allow platforms to be nice and far apart, and your range is enough to allow you to experiment with cutting corners or launching earlier than what might seem appropriate. Little Toree feels fun to control even if he can't do much. There's also a full 3D camera control that doesn't get in the way of the action. Even if it's not complex, getting the feel of the running and jumping right is so critical to a platformer, and Toree pulls it off.
Likewise, the level design is... not bad either, even if there isn't much. There's four themes (rooftop, sea, ice, highway), each repeated twice, and then a final level with elements of all four but still distinctive in style. Each theme has its own thing going for it, like swinging girders on the roof or cyclones at sea or jumping from truck to truck on the freeway, so each feels fairly unique. They are all linear, each completed within 2-3 minutes your first time around and 1-2 minutes if you know what you're doing, so they aren't crazy long. I'd say "or crazy difficult", but honestly it's not even modestly difficult. But they have repeated elements with variations on a theme to give the levels cohesive structure, and the nature of the paths basically allow for fun maneuvering to see how far you've come or allow you to see the level in a different light from a different angle. The first sea level, for instance, spirals around and ends at an elevated platform looking down at where you were, revealing what you were spiraling around if you didn't take the time to look earlier. I didn't, so seeing that at the end was really cool.
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Featured community review by mariner (July 14, 2021)
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