

So, is Badland 2 – a more fleshed out version of the idea the first game also had a damn good crack at – an entirely wise decision? Could Frogmind really take an idea that was lacking the first time out and turn it into something special? There was nothing ‘bad’ about the original Badland, name aside, but repeated play revealed that it wasn’t quite the radical platformer some had made it out to be. The original Badland was a 2D maze to all intents and purposes, where holding the finger down on either side of the screen caused the black blob that served as the game’s lead to fly in the corresponding direction, with avoiding obstacles before the screen caught up and wiped you out the order of the day.īadland’s stunning looks dressed said gameplay in some particularly impressive clothes, but as soon as you stripped said superficial elements back, the somewhat one dimensional nature of its gameplay became all the more apparent.


The gameplay, however, was a little vanilla. In part, that was because Frogmind had the nous to drip feed both gamers and the press alike trailers aplenty in the weeks ahead of its release, and partly because its silhouette like appearance delivered an experience that was undeniably stunning. The first Badland back in 2013 made something of an unexpected splash on the App Store, winning awards aplenty and plaudits from the critics in the weeks after its debut. Occasionally, however, even seeing the end result of your nugget of wisdom isn’t enough to distinguish between the wheat and the chaff. How do you know when you’ve had a great idea? In most cases, it’s not apparent until you put said idea into action whether you’ve been blessed by a moment of genius, or you’ve suffered a complete and utter lapse in judgement.
