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Storm in a Teacup
Score: 82%
ESRB: 4+
Publisher: Chillingo
Developer: Cobra Mobile
Media: Download/1
Players: 1
Genre: Platformer/ Action/ Family

Graphics & Sound:
This game manages to remind us how much we've been missing on the iPad in terms of traditional side-scrolling Platformers. It also highlights how boring and uninspired most mobile games have become. The title-splash alone is defining, with lots of bright colors and attention to detail, plus a look reminiscent of the cut-paper-scrap concept used recently in Kirby: Epic Yarn. This team cared a lot about the design elements of Storm in a Teacup, and it shows. The interface during the game is similarly well designed, with important objects highlighted clearly and tons of background detail to keep you entertained. Even though levels are short and action-packed, it pays to take time out and observe the little nuances layered into each screen. The backing soundtrack and sound effects are nice, but not nearly as memorable as the look of Storm in a Teacup. What would have really pushed this game into near cult status would have been a more interesting and unique score, along with some sound design to mirror the visuals. As it is, Storm in a Teacup doesn't overpower you, and keeps a pretty low sonic profile other than some dings to show achievements during the level.

Gameplay:
Platforming on iPad has been in a sort of retro arcade mode for too long, and Storm in a Teacup breaks with this trend. Although small and simple, this is the kind of game you'd expect to play on a "real" console. Why we haven't held the tablets to higher expectations one can only guess, but Storm in a Teacup proves that traditional platforming can be brought over without losing too much in translation. The premise of the game is a funny one, as you literally play a small boy (or girl with a blonde bowl cut) riding through levels in a teacup. The item pickups are sugar cubes, and even the loading screens say things like "Diffusing" to keep with the tea-drinking theme. And if you thought the whirling teacups at your local amusement park were dizzying, wait until you get a load of this kid.

All the good ways of approaching a side-scrolling Platformer make an appearance here. Item collection is a small part, and Storm in a Teacup forces you to focus on avoidance and defense, rather than attacking enemies. Obstacles in the environment must be overcome by wits and twitch reflexes, the way we've been doing for decades. Timed jumps and small puzzles that you solve through a combination of physics and item collection are the norm, with the end goal being to survive the level and collect achievements. Once you've mastered a level, it becomes available for replay in other modes, adding to the replay value of Storm in a Teacup. Platforming veterans won't have a terribly hard time, but there are some definite challenges along the way.


Difficulty:
If you're going to do a Platformer, people expect some challenge. There are some issues with the controls that make for a bit of unnecessary frustration, but the difficulty level throughout the game increases gradually as new gameplay devices are introduced. Storm in a Teacup is well designed to teach new controls, and the game includes some visual hints scattered around to help you when you get stuck. Checkpoints scattered liberally through each level prevent the frustration from ever peaking, but you'll groan at having to replay certain sections again and again. It's nothing unusual for the average platforming game, so Storm in a Teacup is really just following in a grand tradition. We can say with certainty that Storm in a Teacup isn't a casual game, although its colorful, kid-friendly design might suggest this. The real audience for the game are the same folks that inhaled games like Crash Bandicoot back in the day, or New Super Mario Brothers if you're younger.

Game Mechanics:
The weak link in the chain turns out to be controls in Storm in a Teacup. It's a simple scheme, really. You have two arrows on the bottom left for motion, and a jump button on the bottom right. The jump button is done like a boost feature, that recharges, but it's not really clear how this is any advantage over a simple jump option. There is a double-jump, but it's so subtle as to be almost invisible. From the very beginning, this double-jump becomes a problem. Many puzzles depend on it, so you end up retrying jump after jump, trying to achieve the magical double-tap required to trigger a high jump. Perhaps it's the recharge feature, bad programming, or just something we never quite mastered about the controls, but it will be a problem for players. It's possible to force your way through, but we're afraid plenty of folks will just give up rather than staying to appreciate the goodness in later levels. Storm in a Teacup is worth enduring some frustration, with lots of good replay value if you're one of those determined to collect all the awards available. Perhaps the jumping mechanic will be tweaked in a future update, so stay tuned for more tuning. In the meantime, if you love old-school platforming, you'll want to take a whirl in this teacup.

-Fridtjof, GameVortex Communications
AKA Matt Paddock

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