Tuesday, October 9, 2012

Subway Surfers: Part 2



Subway Surfers also seems to have gone in the opposite direction of Temple Run when it comes to design. The characters are colorful and bright and the narrative takes place on a sunny day with bright blue sky. Rather than being semi-depressing like Temple Run, this change of scenery is appreciated and quite nice.

If a player has played Temple Run the controls come quite easy. For new players it may take a bit longer, especially since there isn’t any instructions on how to play, but the controls come naturally once inside the game.

Even though it uses the same controls as Temple Run (swipe down, up, left and right) this game has added multiple “layers” or levels to the game. A player can run on the ground and on top of trains. They’ve also added the feature that some of the trains are running and that the player must avoid them by jumping to the side or getting up higher and then jumping on to the roof. This aspects adds a much more expansive game play than Temple Run does.

This game also increases in speed the further the player progresses. The obstacles also become more clustered and harder to navigate.

I prefer Subway Surfers over Temple Run. They seem to have worked out some of kinks that Temple run suffers from. The Missions aspect of this game is certainly a big part of that reason, because despite the fact that the main objective is to beat your highscore, the missions add daily and new objectives the game, rather than the same old each time. The only drawback, and which might not be the game itself, but it does have a tendency to lag at very unfortunate moments. There is nothing more frustrating than being close to beating your high score and then not having the game react when you swipe left.

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