Sweetopia Review
Published: September 10, 2006 Now that the Zuma model of gameplay has caught on, developers are taking the concept to the next level. In the case of Sweetopia, Playfirst turns the rolling marbles into sugary treats, allows players to swap between multiple turrets and throws in several useful powerups as well as the ability to ricochet shots off walls. If you're confused, but still reading, Zuma-style games work like this: you control a cannon that shoots colored orbs (typically marbles) at rolling chains of other orbs in an effort to match together at least three of the same color. When that happens, the orbs disappear. The goal is to eliminate the entire chain before it reaches the end of the track on which it's traveling. Sweetopia adds layers to this formula, all of which enhance the experience naturally rather than overwhelming you. More importantly, the game's Willy Wonka-inspired visuals, music and story work wonderfully. In fact, the controls, gameplay, audio and graphics are all spot on and even intoxicating, giving Sweetopia an addictive quality missing in some of its competitors. There are several good games competing in this category right now, and Sweetopia is among the best. Scoring (out of five dragon heads): Graphics: Ease of use: Gameplay: Difficulty: Sound effects: Music: Final analysis: |
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