![]() With several worlds, hidden stages and mini-games to unlock, completionists should look forward to spending around 7-8 hours in Paperland. Level design is top-notch, as well, with some Mutant Mudds-style foreground/background travel. There are lots of hidden areas to explore within each stage, and getting every paperclip and button will satisfy collect-a-thon fans. Player abilities are simple: run, jump, double-jump and jump on enemies' heads the simplicity makes Paper Monsters Recut a very accessible game, but not one that's too easy. Fans of the mobile game will be glad to know that Recut introduces more stages and an overworld that makes for a much more cohesive universe. Players guide their adorable cardboard avatar through several different themed worlds, collect golden paperclips and special buttons in each stage, and fight a boss at the end of each world. Taking place in a gorgeous paper-cut world that looks as if it were created by hand, Paper Monsters Recut is nonetheless a very traditional platformer. With a lovely visual style, Mobot Studios' Paper Monsters Recut instantly stands out among the crowd - an enhanced port of a mobile game, Paper Monsters Recut is a fun, smooth experience with a lot of personality that should please fans of old-school, traditional platformers. I would find it hard to recommend this to anyone other than hardcore fans needing a new platform-game fix.In an increasingly busy eShop with titles that are wildly inconsistent in quality, download games have to make an immediate impression to get noticed. On a system that plays host to some of the best platform games money can buy Paper Monsters Recut seems superfluous, and it is. That in itself is an unjustifiable price discrepancy for what you get. Paper Monsters Recut is available on iOS for 69p, but on WiiU it’ll cost you £5.49. If it’s like this on a proper controller, what must it have been like for people on iOS? There are also several niggly precision jump sections which had me (figuratively) chewing on my controller in frustration. Some enemies and obstacles on the back plane can be obscured by ones on the front making you lose health and lives rather unfairly. There’s so much you could potentially do with the world and characters in it being made of paper but it’s a theme that’s never capitalised on. It’s obvious where its inspirations lie, what with you jumping into pipes to move through levels and columns of fire rotating around some platforms but it’s all so uninspired. Using front and rear level planes, and never asking too much of you in regards to backtracking to seek out the hidden items. Level design is interesting in some regard. There’s also no grace period between one hit and the next, so you can find yourself losing two hearts in quick succession if you are just a little out with your timings, which will happen due to the controls being so fiddly. Some of the collision detection is so woeful that landing on them can randomly be deemed as either a kill or a heart lost hell, I had several moments where I took hits despite being a good inch (in terms of screen space) away from my so called assailant. Some of the enemies you can kill by jumping on and some you can’t, although this isn’t always very well communicated by the designs. ![]() While the music and sound effects are inoffensive but forgettable, over time I barely even registered they were there at all. Considering the game isn’t a graphical powerhouse this problem doesn’t really make much sense. It wouldn’t be so bad if we were talking about particle effects and monsters flying everywhere, but we’re talking two level planes and a handful of enemies. At busy times (I’m generous with the term busy) the frame rate can judder horrendously. Textures are sharper, and some of the lighting effects look pretty good, but the initial charm of the paper-craft characters wanes quickly as models are repeated or revised. While this is an up-scaled iOS game it is using the extra power of the WiiU to improve the look somewhat. Per level you are granted three hearts – lose all three and you lose a life. ![]() Collecting one hundred regular buttons per level will grant an extra life, or you can pick up one of the many 1-ups hidden throughout. Along the way you will attempt to collect three paper clips and one gold button per level as well as as many regular buttons as possible. So in Paper Monsters Recut you’ll find yourself jumping over holes, obstacles and onto enemy heads across 6 themed worlds. Now Crescent Moon Games line up with a port of their iOS platformer Paper Monsters, fashioned by Mobot Studios into a “Recut” version for the WiiU. Games like Nintendo’s Paper Mario and Media Molecule’s Tearaway have used the ideas of worlds and characters made out of the stuff and given us some great experiences. You can draw on it, fold it into origami sculptures, print books onto it, you can even use it to wipe your backside.
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