It's obvious and often jarring when you realise that a game you're playing on your Switch is clearly designed for the simple taps and swipes of a mobile phone. Nintendo's handheld does have touch screen support, yes, but it's so underused (with exceptions, such as Anthill) that when a game like Linn: Path of Orchards comes along, it's downright strange. This game was obviously designed for phones, and there's nothing wrong with that, but there's a world of difference between phone and non-phone games, as much as the industry might prefer otherwise. We wouldn't want to play Super Mario Odyssey on a phone, and we don't particularly like playing Linn: Path of Orchards on the Switch.
It's obviously not intended for button controls, and we felt disconnected from our inputs much of the time we spent playing. It just feels wrong, which is the last thing you want any game to do. Before even getting into the nuts and bolts of the gameplay, before you even understand what's going on, you feel an overwhelming ennui towards the proceedings. Getting stuck in doesn't really mitigate this.
So what do you do? Well, it's an auto-running single-screen platform game where the area you're navigating spins, shifts and swings around you. All you do is press a button to begin moving forward, and tap left or right to turn around or dash through the air where necessary. In practice, this usually means you can move Linn from the start of a level to the end in a matter of a few seconds – three, maybe four. Of course, you've got to account for your first attempt, wherein you won't know which way to stage will be rotating and will simply die unless you get lucky.
Each stage has multiple goals to complete, which can be done all at once or piecemeal if you prefer. There are collectables to grab and conditions to adhere to – spend a certain amount of time in the air, or on the ground. Make it to the exit in as few moves as possible. Nothing electric, but enough to make you look at the levels differently in each case.
These additional goals are appreciated, but also in part mandatory as at set points the game will prevent you from progressing until you achieve a certain number of said objectives, which is a little frustrating but at least forces the player to re-examine the levels. Given how utterly straightforward they are on a traditional pass-through, this is really the only way to wring any kind of intrigue out of Path of Orchards, for the additional minute or so you spend figuring out how to read the collectables, then the further minute you spend wrestling with the controls to execute said plan.
Unfortunately, nothing the game threw at us made it especially interesting, and while failure is barely punished – the level simply resets – many times it didn't really feel like our fault. Whether or not you can use the double jump or dash, or even land on a platform at certain angles – it's all very sticky and imprecise. Perhaps there's some rhyme or reason to it that we can't perceive, but many times during Path of Orchards we would enact a plan only to have the double jump fail us, or desperately mash the button as we missed a platform and find that – inexplicably – we were now able to vault onto it from mid-air. It feels far from mechanically polished.
And yet, it's not a total write-off. As the game goes on we found ourselves getting used to the idiosyncratic (read: not very good) controls and level design, and to the game's credit, it's definitely visually striking, with the resting state of some of the later levels being downright pleasant to look at. The music and sounds are fine, too – serviceable, non-intrusive. They get the job done.
It's generally quite atmospheric, which carries a lot of the experience when the gameplay is as stilted as this. It's also undeniable that the bite-size nature of the levels propels you forward, and the UI between stages is extremely quick, as is the loading in general. Replaying stages for the additional goals adds a frisson of mobile game compulsiveness to the stew, but it's ultimately just a distraction.
Conclusion
Linn: Path of Orchards looks and sounds fine, but it's such a banal gameplay experience that we can't recommend it in good conscience. It's surprisingly slick, but said slickness is in service of a game that's simultaneously completely unfair and far too easy. Unclear rules, unpredictable deaths and unacceptable controls make this an easy skip. There's potential here, but it's just too flawed to flourish. A sequel that's built from the ground up for Switch could be something special, but for now, it's a reluctant thumbs-down from us.
Comments 10
Ouch, didn't even know this existed. I've played a fair share of unfair games, and trust me when I tell you I don't want to experience it again anytime soon.
Once again the Switch is seen as a cash cow. Anything goes for a few extra bucks. And I guess it works, because most buyers don't read reviews.
But it's to way traffic, Nintendo puts it's characters into lesser smartphone games, also chasing those bucks.
I was interested in potentially playing this... but very hesitant due to it appearing as a "mobile game"... seems like my instinct was correct.
Auto-running = mobile drivel. Sad state of affairs that Nintendo has embraced so much mobile shovelware with open arms. A more cynical person would suspect that Nintendo gave the Switch a touch screen anticipating cross-compatibility with mobile games. Simply losing the touch capability on the Switch screen would discourage 70% of the laziest mobile ports overnight.
@Ulysses Almost all Switch games have some sort of button control option so they can be played docked so the touch screen functionality doesn't really make it any easier to port mobile games. Any really successful system is likely to get its fair share of shovelware. It's not that hard to just ignore them and buy good games instead.
You'd think after 5 or so decades of games being made developers would have some kinda grasp on what makes a game fun and enjoyable to the player. Turds like this shouldn't even be released anymore.
@Zeldafan79 Not really. Centuries of film, as well as thousands of years of both music and books exist, yet poor examples of all formats continue to be created. There’s no reason to assume that 50 years of video game development would be any different.
@Markiemania95 @Zeldafan79 This is true, because as they say, “Beauty is in the eye of beholder....”
Unfortunately, some devs “be holdin” a set of crossed eyes and synapses.
I loved the look of it, some what Gris like, but didn’t realize it was an auto runner, so there was one nail in the head and then this review? Ah well I’ll keep my pennies in my bank where they should be.
Where is Nintendo’s quality control? Seems like they don’t care anymore, it’s all about quantity not quality now.
Thank you Nintendo Life for saving me money. I appreciate it!
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