Hot off the heels of QUByte's 'Underland', the sequel "Underland the Climb" arrives on the scene trying to up the ante. As before it is a 2D puzzle platforming retro-like experience with physics, and fluid based puzzles presented on a level by level basis through increasingly complex challenges. This time around though you take control of a hooded female protagonist who is fed up with the invasion of monsters at her aunt's place. Her current residence. Taking the fight to the problem this rebellious young lass aims to end the world of the threat. At her disposal are tools, and abilities to interact with various mechanisms that will aid in her progress. Cycling through the function options is the key to success, but should she find herself stuck solving a puzzle she can restart it quickly to try something else.
Playing as the newly introduced female heroine players will quickly come accustom to the shoulder button options cycling that ties into character control, environmental interactions, and tool usage. Things that are displayed and explained at the bottom of the screen from start to finish. Cycling through these options will give access to control of whatever key feature you can tinker with that has a floating downward pointing arrow above it or a highlighted circle encircling it. Each set of mechanics options has it's own functions, and will do things according to that item or character's abilities in regards to the given puzzle. The character, for example, can move, jump, and push/pull certain objects. Using the pick axe she can dig through soil, and utilizing her equipment abilities she can operate equipment as well as open/close gates. Figuring out in which order to interact with your key tools/character, and where they should be directed is part of the puzzle solving progress. You have to also mind the monsters which can be redirected or destroyed using the soil, and fluid features.
When you first begin you'll be introduced to the game's story through a voiced block of descriptive text explaining away the protagonist's plight. From there you will gain access to a numerical level select calendar of sorts wherein you can pick and choose your starting point, supposing you've already beaten the levels. Each level is designed like a mini-puzzle with your character in plain view, and the tools, and interactive features laid before you. It is your job to figure out how to get the main character to the end rising elevator platform on each level. This usually includes avoiding monster threats, dealing with toxic fluid hazards, and safely navigating the set stage. Should you mess up pressing "TRIANGLE" will reset progress to the start of the current level, instantly. Allowing you to basically enact trial and error as a method of puzzle solving.
Visually the game borders on 8bit retro graphics with a distinct pixel based art style. It is a bluish grey display with little color variation. The puzzles, and related interactivity work in a physics kind of way. Taking in account gravity, and fluid/mechanical motion. It's a pleasing indie spectacle accented by a basic, but complimentary soundtrack. The only voiceovers coming at the beginning introduction.
The Verdict ...
Underland, and 'Underland the Climb' are games meant to appeal to the puzzle platforming fans. When it comes to puzzles the designs do show a level of intelligence that will have the gamer thinking hard at times in order to figure things out. Though you can obviously muscle your way through with trial and error, puzzles are doable if you stop to think before you act. Like the board game Mousetrap (I'm old) everything from the interactive features to the tools, and the character work in tandem in some form or fashion culminating in a domino effect with an end result in kind. Nothing is strictly straightforward though, and in a way puzzle solving is more lenient to a degree. It is a gamer friendly experience overall, and worth the budget price, imo.
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