Snake Pass is exactly the kind of game you buy when a new console comes out, software is thin on the ground, and you want an excuse to use your fancy new machine. It’s interesting and something a little bit different, but ultimately something I don’t think will be remembered as much more of an oddity. It asks the question; can you do a platformer without jumping? The answer is technically yes, but you probably shouldn’t.
Snake Pass resembles a 90s mascot 3D platformer, as we control adorable snake Noodle through a series of levels to collect a bunch of maguffins. Snakes aren’t known for their jumping skills, so we instead slither through the semi-open environments, traversing the levels by clinging to poles and stretching your long body across chasms. Controlling Noodle is weird and takes a bit of getting used to. In some ways Snake Pass resembles the ‘fumblecore’ genre, where games have intentionally difficult or fiddly controls for comic effect, like Octodad or QWOP. Moving through an environment in a good 3D platformer should be elegant and satisfying and Snake Pass is rarely either. There is however a certain satisfaction in getting better at the odd controls and I’m sure some people will become very good at moving Noodle around, although I suspect I lack the patience. My main gripe came with the introduction of failure states later on. In earlier levels it’s almost impossible to die, but many later levels have bottomless puts and spike traps and fire which can finish off poor Noodle. In the earlier levels failure felt like an opportunity to just pick up and try again, but regular deaths saw me taking on the same obstacles over and over again. I don’t think this game needed death to be a thing and I think that the core of the challenging gameplay could have been kept without it.
There are 16 levels overall and to complete each one you must collect three gemstones and return them to a plinth. This is far from all the levels have to offer through, and they’re all incredibly dense with extra collectibles to pick up. These collectibles are usually much more difficult to gather than the main gems. There are no difficulty settings in Snake Pass, but the range of collectibles add layers of difficulty within the levels themselves. You can play easy mode like me and just get the gems, but you could also go up to hard or extra hard modes and go for some of the truly evil challenges. This kind of design, simultaneously offering several layers of difficulty, isn’t easy to pull off but Snake Pass does it with an impressively light touch. I was happy with my money’s worth just making my way through the levels. I found that challenging enough, although I suspect that I may just be really bad at this game. If you want more out of Snake Pass it’s there for you; this seems like a game with really interesting speed running potential.
Snake Pass is bright and colourful, with a nice, if slightly generic, Aztek influenced world and cute character design and animation for Noodle. David Wise, best known for Donkey Kong Country, composed the soundtrack and his unique skill for jungle based platformer compositions work unsurprisingly well for Snake Pass.
I liked Snake Pass, but I found difficulty spikes towards the second half of the game more frustrating than anything else, often being based on simply balancing for a longer period of time rather than clever structures to climb. Still, I doubt you’ll play anything else like it and it suits the Nintendo Switch quite well. Digital sales aren’t yet a thing for the Switch, but when they are that might be the time to give Snake Pass a go.