Review: Snake Pass

With Snake Pass, Sumo Digital have hit on a control scheme that makes its “1990s platformer” design feel fresh.

Saying that, it’s hard to really describe Snake Pass as a platformer, despite it’s presentation and in-level structure being inspired by classic titles like Donkey Kong 64 and Banjo Kazooie. It’s definitely a collect-a-thon, and yes there are platforms and navigation puzzles to contend with throughout but there’s one thing missing that I had previously assumed was a requirement: the ability to jump.

Yes, in Snake Pass you play as an adorable snek called Noodle, cute snoot to boot. As it happens, snakes don’t have legs and as a result are inexpert jumpers. This is your classic floating platform school of level design so not being able to navigate in bounces means to get from platform to platform you must snake your way around bamboo climbing frames that generously fill each level. There are 15 levels in total and each is completed by collecting three keys and bringing them to an exit gate. Dotted around each level are 15 blue orb things (I know they probably have a name but who the hell cares?) and 5 hard-to-find coins. Most of the blue orbs are in plain sight, although they can often be hard to reach and when eaten seem to add to the length your snake. Stop laughing. As you grow longer it gets just a little bit easier to navigate the environment but as they say, it’s not the size of the snake but what you do with it. I’m fairly you can complete all of the puzzles without this extra length but it certainly helps.

Each bamboo frame is a puzzle of dexterity and patience. Even on the more simple challenges, making your way to the top is a kinaesthetic pleasure and the controls make even basic geometry fun and engaging to navigate. This is sometimes hampered by a camera that really doesn’t like small spaces, but thankfully those are few and far between. It’s easy to get too comfortable and attempt to reach out for a point that’s just too far away. Most of the time that means a short flop back to the ground but later levels will let you fall into the void, a pit of lava or a bed of rather nasty looking spikes. You’ll lose any orbs or coins you’ve picked up so far when this happens, but there are a few checkpoint markers dotted evenly around each level. It’s as simple as slithering over one whenever you want to log your progress and this makes it all the more embarrassing when you overreach without having saved. In this way you control your own challenge, the game even throws a trophy at you if you can get through a whole level without any checkpoints whatsoever.

Visually, Snake Pass throws a lot of bold colours and chunky geometry into each level and it’s character designs are reminiscent of the best of Crash, Banjo or Sonic. Noodle has real charm and pulls wonderful little expressions when he’s trying to grip tight, holding his breath, burning his tail on some lava or my favourite, the look of realisation that he’s going to fall and can do nothing about it. Bless his little cotton sock. Environments are nice to look at and the game has a clean visual polish although the PC menus didn’t really allow for any graphical fiddling. The music is scored by David Wise who’s one of the few ex-Rare employees able to add a touch of authenticity to nostalgic titles like this. He’s best known for his work on the Donkey Kong Country series and his percussive, ambient style of music works very well here.

By restructuring the design template of early 3d platformers and borrowing a few of those bold, visual rules Sumo Digital have managed to make Snake Pass feel both completely fresh and yet also nostalgic. It won’t ask for too much of your time, you might get around 6 hours if you’re set on collecting everything and moreso if Time Trials appeal, and it’s currently retailing at £15.99. 

Oh, wait, do you need a score or something? Well then. Let’s see…

5/7 perfect score