Wayforward is usually reliable. Even when it’s building licensed titles it’s usually reliable (Thor on the DS is a truly great brawler). And while Wayforward is well known for its platformers, it has proven that it does understand dungeon crawlers with the excellent Silent Hill: Book of Memories on the PlayStation Vita.
So sorry, Wayforward, you’ve got no excuse for how truly bad Adventure Time is. I went into this expecting a decent dungeon crawler. Instead I got a game that redefines just how cynical licensed cash grabs are.
In theory it should be a fun experience; it’s a game with access to the popular and entertaining Adventure Time characters, and it’s fundamentally a roguelike experience with eight playable characters and randomised dungeon designs that go on and on and on – there’s 100 levels all up in the game. As someone who is always up for a good roguelike, I was immediately attracted to this title’s potential for clean, simple fun.

But Adventure Time has none of that. There’s no sense of character progression thanks to the complete absence of statistics to manage and experience points, and there’s no real fear of failure. Dying dumps you back into the hub world and forces you to replay a couple of dungeon levels (which is a kind of torture, I guess), and you’ll lose whatever secondary weapon you had on hand at the time. Because these secondary weapons are dropped constantly it’s not much of a punishment.

On the 3DS there’s no chance for the game to connect with players even if they could look beyond its simplicity. The multiplayer on the home consoles, which could have been a saving grace because everything is more fun with friends and beers, is gone (and to prove how lazy this port is: the first boss makes a joke about multiplayer, despite its lack in the game). And on the original model 3DS or 2DS, the sprites are so tiny on the screen that it’s hard to tell what they’re meant to be. On the 3DS XL this is less of an issue, but players will still need to contend with bland, uninteresting environments, stock enemy design, and a horrible implementation of 3D.
There is absolutely nothing that redeems this game. Once you’ve played through the first level you’ve fundamentally experienced everything that the game has to experience, and because there’s no real sense of progression as you play, the temptation will be there to take it back to the store for an exchange after that first level.
My deepest sympathies if this game is under the Christmas tree this year.
– Matt S.
Editor-in-Chief
Find me on Twitter: @digitallydownld

