

Explore its endless ability to manufacture comedy death.Īll of your tools feel great to use, too. Rip things up, fling them around, topple the game's precarious sets and delight in its cartoon physics. Or, heck, just forget your objectives and play. Need to scale a wall with no handholds? Bring down some pillars and break them up to fit your needs. Need to escape a locked room? Cut your way out.

This is powerful magic the game's letting you meddle with, too. "Tiny and Big comes closer than any game I've ever played to recreating that moment in Spider-Man 2 when Doctor Octopus starts flinging taxis about. It's surprisingly rare to find an object nearby that you can't slice into pieces (things lurking further back tend to be largely non-interactive, mind) and the same goes for objects you want to drag closer or push away.Įxpect vertigo - and a lot of restarting at the last checkpoint. It's wonderful stuff, and it's mostly down to the fact that the game almost never makes you feel like you're being hemmed in. Tiny's on a mission to steal some magical underpants back from the villainous Big, see, and as he explores the game's desert temple setting, he'll need to get the most out of his laser cutter, his grappling hook and his, well, rocketizer thingy if he's going to be victorious. So you can slice things, drag things, and rocket things into the distance in Tiny and Big, and you're not going to tire of that kind of action any time soon. It gives you three separate tools, in fact, and then it goes beyond anything Aperture or Arkham offers by allowing you to use them almost entirely as you please. Portal: that's a game that gives you tools. Don't stand over there, idiot, it won't work. Stand here, press A, fire the grappling hook. In other games it might be a prop - a contextual canned animation that whisks you to a new part of the level while giving you the illusion of control. Take a grappling hook: in Arkham Asylum it's a tool. You can divide a lot of games up, I reckon, based on whether they give you props or tools. The plot's annoying, but the action itself is generally wonderful. In a game like this, it's hard to begrudge the odd restart - they're nothing more than the necessary consequence of all the freedom you've been allowed.

In Tiny and Big it's completely different: I was given the ability to chop things down, and I then chopped down so much that the level didn't work any more. I usually hate this sort of thing in games, but that's because this sort of thing in games is usually the result of a bug. I mean really break it, too: dead end, entirely out of options, nothing for it but to restart the chapter and lose 30 minutes of progress. I had to break Tiny and Big in order to realise just how much I love it.
