Temple Run 2 Review
PROS
New setting, new characters, new ways to deploy power-ups; a refreshing step forward for the now staid genre. Premium gem currency appears enough to be helpful to casual players, while also not punishing them by requiring their use on elite unlockables.
CONS
Visual pop-in can lead to uncontrolled deaths. Ultimately no significant gameplay changes to the original; enough for the fans, but too thin for those already burned out.
VERDICT
It was only a matter of time before Temple Run's explosion in popularity resulted in a new title - Temple Run 2 makes enough steps forward to justify the new number, but it's hard to shake the feeling that Imangi are resting on their laurels a little too much.
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When faced with such a task as creating the sequel to a smash hit, you're faced with the inevitable problem of 'how do we do better than supposed perfection?'. Some buckle under the weight, others learn to refine and extend what was successful, and others... well others end up like Temple Run 2.
Imangi Studios have clearly thought long and hard about how to retain the free-to-play edge of the original while enticing players towards their in-app store - all without alienating players and keeping the game exciting.
As such the game is much as it always was - you run towards an unknown destination, tilt to collect coins and avoid traps, swipe up to jump, down to duck, and pop power-ups along the way to get further. With that said, there are subtle, but meaningful changes that keep the formula fresh.
Firstly, players can now activate a pre-selected 'power-up' by collecting coins to fill up a meter. Additional power-ups are earned by completing missions or by purchasing additional characters - yes, there are new characters to play as well. Secondly, runs can be continued by expending premium 'gems' - a currency that appears rarely throughout a run, or by dropping cash in the Store.
As for the new visual theme? It's actually a neat upgrade that takes a shade of influence from the upcoming Bioshock Infinite by placing players on impossible floating ruins, while keeping to its own roots by adding in new 'cart' sequences where players tilt to collect gems and change tracks.
The end result is a smoother experience that retains the core of Temple Run without adding too much complexity so as to alienate its base. For fans, this could be the refreshing change you've needed - for those who put the game down long ago, it's a fun and free distraction to enjoy briefly before deleting it once again.