Review: Super Cloudbuilt (PS4)

Review: Super Cloudbuilt (PS4)

Platforms:

  • PlayStation 4
  • Xbox One
  • PC

Platform/Hardware Used:

  • PSN Download
  • PS4 Pro
  • HDTV

Extras:

  • DualShock 4 Required (1)
  • Move None
Title: Super Cloudbuilt
Format: PSN (1.1 GB)
Release Date: July 25, 2017
Publisher: Double Eleven
Developer: Coilworks / Double Eleven
Original MSRP: $19.99 (US), €19.99 (EU), £15.99 (UK)
ESRB Rating: T
PEGI: 12
A copy of this game was provided by the publisher for review purposes.
PS Nation Review Policy

My aging body isn’t built for Parkour and so I have to get my fix in the virtual world with games like Mirror’s Edge and, erm, Mirror’s Edge Catalyst. Now I can add Super Cloudbuilt to that list.

Gameplay:
Let me begin by saying that I am not good at this game. It begins easy enough, and I thought I was doing okay, then I reached a pacifist level and things did not go so well. There is a floating blue orb that guides me through the level but I soon lost that.

I took control of a character called Demi who wakes up with no idea of what is going on and after beating each challenge, she slowly pieces together what happened. I liked how I was eased into the controls and mechanics of the game.

There are a few things to learn and most of them involve running on walls, sliding down walls, jumping from wall to wall, and anything else wall related that I cannot think of right now. Oh, and you can shoot too.

I soon noticed that I had to return to the same levels and play them in a different way in order to continue. These modes were very unwelcome and ruined the flow of the game. One such challenge forces you to not use the boost and exceeding the set limit results in a failure.

I don’t want to have to climb to the top of a wall because running along it needs a boost and I don’t like being told to not shoot enemies and objects in a pacifist challenge. Where’s the fun in that? I understand having these modes increases the length of the story, but it doesn’t increase my enjoyment of it.

You’ll find a wealth of outfits to unlock and each one has the criteria of how to do it and the colors of the highlighted garments. After taking a closer look I realized most are little more than color variants to the same exact outfit – slightly disappointing but not a big deal.

So what else is there aside from the Story mode and skins to unlock? Well there’s a Rush and a Ranked mode, although I do need to unlock each section in the Story mode to be able to access them elsewhere and that isn’t going to happen anytime soon.

Visuals:
Super Cloudbuilt is fast paced running, jumping, shooting, some more running, loads of jumping, and then falling to your death – at least in my experience anyway. There are moments when my character is blazing along at some insane speeds and the game takes it all in stride.

The areas are vast and in some places are quite detailed, although I have sometimes lost my way and even ended up back in the same place. Part of that is probably by design as these levels are meant to be played more than once and in different ways. See my earlier grumblings on that.

I like that there are a few graphical style options if you can find them buried in the menus and some make the game look very different. If you can find them I suggest trying out the pencil sketch and vibrant options.

Audio:
The music is a little odd and strangely some of the chords remind me of some old 8-bit games. It suits the fast-paced parkour action very well. A few tracks are quite memorable and distinctive and it’s definitely worth having the volume turned up with this title.

Online/Multiplayer:
There are leaderboards for the Rush and Ranked modes, although it would seem only a handful of people succeed in the Rush mode. Both of these are just competing against other times and not playing with other people.

Conclusion:
Super Cloudbuilt is not what I expected and not really all that fun. The level design allows for some fast wall acrobatics and I really enjoyed speeding through the large areas, but then being forced to play the game in different ways just to eek out the length was disappointing.

What can I say, I had certain expectations going in and those were partly realized, but then being forced to alter how the game is played ruined it for me. It’s like asking Sonic the Hedgehog not to run. The game itself works well and I do like the graphics but when regarding the entire experience it’s just not my cup of tea.

Score:
7.0

* All screenshots used in this review were taken directly from the game using the Share functionality on the PlayStation 4.

Written by Chazz Harrington

Chazz Harrington

You can find me on everything: PSN, Twitter, Wii U, Origin, Steam, etc using my universal ID: ChazzH69

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  • Kaika

    This review has a fact error. The extra challenges with different modes are never mandatory. You never have to go back to a level, but if you do so, you can get extra items to help you if other levels prove too hard. This is not only clear if you just try moving on, but also if you read the instructions in the game.
    This is especially important to note as this seems like the biggest issue the reviewer had with the game, even though it’s never mandatory.

  • Mummel

    This review is just so wrong…. he has not even played the game, not as it is meant to be played anyways. The review is unfair.

    I normally don’t comment on review and such but, this happens to be a game I like.