Saturday, January 19, 2013
Temple Run 2: 2 Little, 2 Late, 2 Bad No One Cares and it's at the Top of the Charts
No sooner had I sung the praises to a fantastic evolution of the Never-Ending Runner genre, Run 'n' Gun, Temple Run returns with it's sequel.
The problem is that it's obvious improvements (cleaner look, more things to do than just out-do yourself) are incremental when compared to actual game play improvements. In that same Run 'n' Gun post I gush over the camera drop when sliding. It's effectiveness is amplified with every static-camera slide I do in Temple Run 2.
Imangi Studios missed an opportunity with Temple Run 2. Touch input can be laggy and the character animations are just as low production value as in the original. Every abrupt, jarring turn is a distraction, not a continuation. Animation should have been one of the first items they sought to improve. I'm surprised the camera doesn't drop for when you're sliding under an obstacle, because it appeared in the Disney Pixar branded Temple Run Brave.
Yes, there are some added characters. Yes, there's a new mine environment. But here the sum of new features are leaps and bounds less than the game as a whole. Two runs forward but definitely one run back.
But, what do I know? It's number one in the App Store.
Temple Run 2 is developed and published by Imangi Studios