8.08.2011

Game Review #3: Cut the Rope Experiments HD (iOS)

The sequel to the award-winning and much talked about Cut the Rope by ZeptoLab has finally been released after the original version's porting to other OSs.

In this new iteration, the cuddly little monster we got to know as Om Nom, is shipped (in its box) to a professor who decides to perform experiments on the little fella.

In this new environment, naturally, new elements come into play.

But will the sequel, at the very least, meet the high standards and expectations set by the first game?

Find out more after the jump.

Gameplay

For those who haven't played the Cut the Rope yet, the object of the game is to, well, cut ropes in order to deliver a piece of candy hanging somewhere, to Om Nom.

There are obstacles along the way: spikes, spiders, and worst of all, gravity.

Fortunately, with the help of some tools, like bubbles and instant rope-makers, all levels can be solved.

Limited level packs... for now.

The first version of the game contains three level packs, each with 25 stages.

As anyone who has knowledge of the game would think, this is just too few. In fact, I finished the entire game in one sitting (it took me more than an hour, though).

Fortunately, ZeptoLab promises to release more levels in upcoming updates, so this shouldn't discourage anyone from buying this game.

The first level pack is designed to train newbie players. It introduces the mechanics of the game: how to cut ropes, pop bubbles, and understand timed stars and ropes (ropes with spiders). In effect, the first level pack is just an extension of the first game. It's as if the first game just received new levels.

On the other hand, the next two packs each introduce new aspects of the game: what Wikipedia calls the sucker and the shooter.

If you liked the first game, the sucker and the shooter makes it three times more enjoyable.

The Shooter

The shooter looks like the original "blower". It always and automatically faces the candy. As soon as you tap the shooter, it shoots a plunger which sticks into the candy, thereby creating a rope from the shooter to the candy.

Think of it in a similar manner as the "instant rope-maker" in the original game, except this time, you control when and where (if the candy is moving) the rope is going to be created, as well as (and take note of this important fact), the length of the created rope.

This makes the game so much more exciting and fast paced, as some levels require you to hurl the candy then correctly time the shooter to create the correct rope length at the right momentum, creating the perfect swing. One miss and the candy falls, or the rope created is too long/short, and therefore, useless.

If the shooter adds excitement to the game, the Sucker adds even more brain-tickling puzzle elements to it.

The Sucker

The sucker is like a normal pole (the point where the rope is attached to the background). The only difference is that this pole can be detached and reattached at the user's tap.

In short, tap a sucker and it detaches from the background, free falling (or floating, depending on the candy) with the candy in tow. Another tap reattaches the sucker to the background.

Some levels use two suckers, with the candy swinging in between them. It requires you to detach one sucker, let it swing to the other side, then attach it, then do the same for the other one. Yes, it does remind one of how Tarzan swings from one vine to another.

Hard Levels

In the original game, "hard" levels are levels that involve a great deal of luck.

In Experiments, while luck is still in play, a lot of the harder levels involve timing. No timing, no stars.

One level in particular (2-8) involves a great, GREAT deal of common sense. Seriously. It's probably the easiest level in the game but it took me (maybe) half an hour to solve it.

Excellent Physics Engine

I just had to say it as I said it before in the first game, the physics in this game is just superb. Each element plays a role in how the candy falls or swings. A free flowing candy swings smoothly.

A candy with a sucker not attached to the background but attached to the candy affects its swing.

A falling candy shot with the shooter creates a swing - sometimes smoothly, sometimes bouncy.

Price: $1.99

The price seems expensive for an iPhone or iPod Touch game, but cheap for an iPad game.

Considering the limited number of levels available, I'd say it's a fair price (since it's a universal app which can be installed to all of your iOS gadgets).

Once the promised levels come in, it's definitely a bargain.

Summary

+ Excellent Physics
+ Intuitive new gadgets/elements, also making the game more fast-paced and
+ more exciting gameplay
+ more levels to come
+ relatively cheap
+ not as repetitive as the first game

- too few levels. I hope the promised levels turn out to be a LOT of promised levels!

See, the only negative comment is that it doesn't have enough.

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