![]() The challenge is that it doesn't give you much of a window, with the character's high speed - necessary to clear some obstacles and evade chasers - shortening that further. Alto's Adventure and Alto's Odyssey require you to continually scan what's coming up ahead and make decisions accordingly. It's annoying and feels like game padding.Īs for having The Alto Collection on the TV, it naturally makes for a more immersive experience, though depending on your playstyle, your eyes might be fixated on a smaller portion of it. It's possible that you might achieve an objective on your own in another level, but then have to redo it again when they are actually asked of you in a more advanced level. Like with Alto's Adventure, the goals you must hit to progress in Alto's Odyssey are locked across levels. Altogether, it makes for a more interesting game, though it's beset by the same problem as its predecessor. You will have to increase your speed by pulling off tricks and maximising downhill runs, and eventually clear a chasm to get away from them.Īlto's Odyssey is the more polished game of the two, as we had noted upon its original release, with more mechanics such as jumping on balloons and flying off tornadoes, and more variety in its biomes that in turn controls the types and frequency of the obstacles you encounter. Post the 2,000m mark, you'll encounter live obstacles - a village elder in Alto's Adventure, and lemurs in Alto's Odyssey - which will chase you and try to stop you. Your total score is a combination of your trick score, the coins you collect on your way (which are used to unlock the aforementioned upgrades), and how far you travel. It's not about being inventive though, but clearing what's thrown in front of you. Or backflip off a ramp, or after you bounce off a hot-air balloon. Or jump between different walls as you ride them, and then backflip. Sometimes, you'll need to ride a wall and jump to clear a chasm. Or by wall-riding (Alto's Odyssey only), which is also controlled by holding down the same button. You can also earn trick points by grinding on flag poles, vines, wood bridges, and temple steps. Time it wrong and you'll crash, forcing you to restart. ![]() Time it well and you will earn trick points. Holding it down allows you to perform backflips. How Team Alto Designed Alto's Odyssey to Be a 'New Experience in the Same Universe'Īs always, you will use the button to jump over obstacles such as rocks and chasms. Both are single button games essentially, which makes them perfect for gamers and non-gamers alike. There's full-controller support too, though the only button that does anything in-game is “A” (Xbox) or “X” (PS4). You have to play to unlock all rewards there are no microtransactions to bother you in The Alto Collection. And all of it is available with an upfront payment. There are over 120 procedurally generated side-scrolling levels with 360 goals to accomplish, with the help of more than half a dozen characters and several upgrades to boot, such as a wingsuit, item drops, helmets, and pickaxes. Underneath that brush up, Alto's Adventure and Alto's Odyssey are the same endless runner games you remember. But it could use a little optimisation, as we noticed some frame drops on the Xbox One X. There's dynamic lighting and weather effects, publisher Snowman claims. The Alto Collection transfers said calming experience over to the big screen, with support up to glorious 4K HDR. It's also free for a week on PC thanks to the Epic Games Store. It's the first time that either title is available on consoles, and also the first time that Alto's Odyssey is available on PC. That changes today with the launch of The Alto Collection, which packages both games - Alto's Adventure and Alto's Odyssey - for PC, PS4, and Xbox One, and coming soon to the Nintendo Switch. That calming experience had been largely limited to phones, tablets, and computers (unless you had an Apple TV) for years since their respective release dates. After all, they even had a built-in “Zen Mode” where players didn't have to care about high-scores or falling over, and could simply lose themselves in its beautiful environment. It's almost as if the Alto titles were seemingly made for the pandemic times, when people are looking for something to take their mind off the invisible threat. Among the adjectives used by critics then to describe the two games were “laid back”, “mellow”, “relaxing”, and “soothing”. Upon their release, both the snowboarding game Alto's Adventure and its sandboarding sequel Alto's Odyssey were praised more for their atmosphere, the visual style, and the aesthetic, than the basic gameplay.
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