Let’s make foxes in the review of Super Lucky’s Tale

Lucky fox has already been the protagonist of a first platform released exclusively for Oculus Rift , but a mascot so nice and well built (we say it without irony, we really liked it) deserved to get out of the narrow confines of the virtual reality viewer and reach a wider audience.

 

We therefore welcome with interest this Super Lucky’s Tale, a real evolved and enhanced following of the first platform released some time ago, who obviously lost the virtual setting but gained something more in terms of content and game structure.

 

With the changes applied, Lucky’s new adventure has reached a form of video game, and despite being distributed as a budget title, however, Microsoft has focused enough to include it in the launch line of Xbox One X, console on which sports famous 4K natives at 60 frames per second.

Let's make foxes in the review of Super Lucky's Tale

Not that it is just a title suitable to demonstrate the potential of the new machine, as the graphic sector is not particularly advanced, but still represents an interesting addition in a genre that is always dramatically discovered in recent years, at least for what concerns non-Nintendo platforms.

 

On this front you can open the major discussion on the problems of Super Lucky’s Tale: it would have the potential to carve out a good space as a videogame mascot, given the lack of competitors and the excellent work done by Playful Corp. in characterizing the protagonist and the world surrounding, but to the test of the controller is a platform strongly imperfect.

 

Which is a bit like saying that the developers have succeeded well in everything that is not strictly necessary to the gameplay, inserting just a couple of errors in the most important areas of the game. But all this concerns more a regret for the wasted potential than an overall judgment on the product, which however maintains a certain balance between annoying defects and positive aspects.

 

2 AND A HALF, ALMOST 3D

The classic platform canon is already found from the narrative premise, as simple as effective in starting the adventure: Lucky suddenly finds himself sucked into a magical vortex inside the mysterious “Tomo delle Erre”, a magical book discovered by Lyra adventurer sister, with the need to solve various problems.

 

There is a “dysfunctional family of cuddly criminals” (quoting directly from the game) who decided to exploit the book to sow chaos among the worlds contained in it, and with Lyra left outside the vortex it will be up to Lucky to fix the mess , giving a lesson to each of the delinquent felines.

 

The hybrid structure of Super Lucky’s Tale alternates levels in “pure 2.5D” (that is, with movements squeezed on a two-dimensional plane but 3D graphics) to more properly three-dimensional sections, succeeding in this way to introduce variety in action but at the same time losing a bit between the two settings without finding a fully clear synthesis.

Let's make foxes in the review of Super Lucky's Tale

Therefore, in 3D, the parts that act as a hub to enter the various levels are presented, presenting four different worlds, each one consisting of several stages between the main and secondary ones. The aim of the game is essentially to collect a certain amount of four-leaf clovers

 

that allow access to the next worlds, which can be achieved by simply reaching the end of the levels or by implementing a series of secondary actions that characterize each of these (collect all the letters of the inscription “Lucky” “, discover the hidden four-leaf clovers, solve puzzles).