Alto’s Odyssey – Better than Ever

I loved Alto’s Adventure. It was stunning. It was challenging. It was fun. ★★★★★

When I first downloaded Alto’s Odyssey – the newly available sequel – I thought it was going to basically be the same game, but with new challenges. Which was… okay… but I was a little disappointed.

I couldn’t have been more wrong.

Alto’s Odyssey takes everything I loved about Alto’s Adventure and adds so much more to it.

I first realized this when I reached the second “biome” of the game. This is where we’re introduced to the concept of wall riding. It’s a new trick, a new obstacle, and a new paradigm to master. I was elated. To me, this one new feature was enough to make this whole game worthwhile. They had innovated, and they had given me a new behavior to learn about and master. But it only got better from there.

As I entered the third and final biome, there something else new: water! It was at this point that I realized every biome of the game had a new element. These not only make the biomes unique from each other, but it makes each one unique from Adventure.

Currently, wall riding is my favorite new element. However, I haven’t yet fully explored that of the first biome: balloons. The problem with balloons right now is most of the time they’re too high to bounce on. But that will all change when I unlock the wingsuit. I love that Odyssey did this – instead of giving me everything at once, they tease a new element, but it’s not quite in reach just yet. I can’t wait to string together ridiculous combos with balloons.

So all told, Alto’s Odyssey is the same Alto we know and love, but better than ever. It takes an already stunning game and introduces new elements at every turn. It’s varied and surprising. And it’s also a lot harder, which is what I want in a sequel (I’ve earned every achievement in Adventure). On Upgrade last week, Jason Snell said that this is what a AAA iOS game looks like, and Myke Hurley called it the best iOS game ever made. I think I agree with them.

Lightning Round:

  • Unlocking Maya is where the game really became fun for me. My play style is to flip as often as possible, and Alto just wasn’t cutting it for me.
  • Chasms are so much more varied than they were in Adventure, which is a lot of fun.
  • The little birds of paradise are delightful. And they pick up coins for you!
  • I love that the biomes bleed together a little bit. For example, towards the end of the temple biome, you might see a single balloon way off on the horizon.
  • The entire game is gorgeous. The sunsets are unbelievable. Like dang.
  • It’s interesting to me that there is no llama-catching or any such equivalent in this game. It doesn’t need it. I think catching llamas was probably the first idea for Alto’s Adventure, but in the end the developers realized it wasn’t necessary. The game stands tall on it’s own.
Link

Link: Apple Rectangles

Mark Stanton writing on Hacker Noon:

“Ever since iOS 7, app icons went from being rounded squares to something more complex and refined. Apple has created design consistency between their hardware and software.”

This article is fascinating. Fair warning, it’s pretty nerdy, but it’s a really cool and obscure “turns out” that I had never heard before. The level of detail that Apple puts into both hardware and software is incredible. I for one didn’t even notice the app icon change in iOS 7. ••