Alto’s Odyssey Review

I place the first game, Alto’s Adventure, high in the echelons of great iOS games. Alto’s Odyssey builds on the simplicity of Adventure in just the right ways. While I still greatly recommend the first game, after playing all the way through Odyssey I’m starting to think you should skip it entirely.

The core difference between the games is the terrain, there are three new “zones” Dunes, Canyons, and Temples. Each have their own unique set pieces and corresponding tricks you can do in that zone. For some examples: Canyons has cliff faces you can do wall rides on, it’s really satisfying to chain these however if you’re not paying attention you can end up beginning a flip and soon crash. You can only wall ride when in the standing orientation not in the middle of a flip like the wing suit. In the Temple zone there are waterfalls who’s water runoff is similar to the ice flow feature in Adventure. Sometimes, at the end of these flows are pools which act as trampolines if you land in them with enough force. The Dunes are pretty plain but has many air balloons which have lines you can ride between them, being non-fixed points the lines oscillate, making them a little more challenging to land on. The variety of landscapes is simply a joy to endlessly ride through, where going over 20km in Adventure becomes quickly repetitive, 20k in Odyssey is a cool breeze on a hot day.

The next three paragraphs are for if you have played all the way through Adventure. There is a potential spoiler about an unlockable character’s abilities in the second paragraph.

If you have played all the way through Adventure, be prepared to do it all over again with the same characters and similar power-ups. For having completed Adventure you get nothing, I was hoping for maybe some extra currency, maybe half of the power-ups I’ve already grinded for or not having to go through roughly the first 10 levels of essentially the same challenges all over again. (Let’s face it, you won’t use anyone but Maya until you unlock the final character or a challenge requires someone else.)

In the theme with swapping old mechanics for new yet similar ones, instead of disturbing elders who then chase you, there are lemurs you startle. (I guess that cements the game’s setting in Madagascar?) The chases are shorter but more dangerous, the lemurs are a bit faster, can run on rope lines, and will jump at you even if you aren’t on the ground. However, the final character is immune to these leaping lemurs! A great addition to the game, Elder chases are the number one reason why my runs would end in Adventure and it’s a relief I don’t have to pull the same acrobatics to avoid late-game lemurs here.

There are no more llamas and I miss them. Birds of Paradise will fly with you for a minute or two and nearby collect coins, but it’s not the same as wrangling a herd after running over a horn in the first game. A radio beacon replaces the llama horn, running over the radio drops some vessels with coins and power-ups in them, if you level the beacon up twice it can be significantly lucrative.

Adventure is still a joy to play to this day, only until the final character was unlocked did Odyssey replace that for me. I expect I’ll be playing it as much in the coming years. The early drafts of this review were rough on Odyssey, perhaps it was that I could not get fully used to the new and sometimes unfair terrains, or maybe the grind of getting all my characters and power-ups back soured me, but once you get through it Odyssey becomes much more rewarding to play than Adventure. (It’s so tempting to end this review with “See you on the slopes!“ but then again I guess I just did, sorry.)

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