Rope'n'Fly 4 Review
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Rope'n'Fly 4 Review

Our Review by Nadia Oxford on September 10th, 2014
Rating: starstarstarstarblankstar :: THIS NEVER HAPPENS TO SPIDER-MAN
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Rope'n'Fly 4 is high-flying fun. Just don't get intimate with the concrete.

Developer: Djinnworks
Price: $0.99
Version Reviewed: 1.0
App Reviewed on: iPhone 5

Graphics / Sound Rating: starstarstarhalfstarblankstar
User Interface Rating: starstarstarstarblankstar
Gameplay Rating: starstarstarstarblankstar
Replay Value Rating: starstarstarhalfstarblankstar

Overall Rating: starstarstarstarblankstar

One of the reasons high-swinging crime fighters like Batman and Spider-Man stir our hearts is because they make swinging between skyscrapers so easy. They just throw out a single line or a strand of webbing, hit the side of a skyscraper, and then arc through the air like an avenging angel (if avenging angels wore underwear on the outside of their pants).

Rope'n'Fly 4 by Djinnworks lets players capture that free-swinging sensation, but with a twist. Whereas we rarely see the consequences of Batman or Spider-Man misfiring their line and hitting the pavement, Rope'n'Fly 4 isn't shy about letting the player's stick-shaped guts strew from one end of a city block to another if they screw up. It's an intense game - and pretty fun.

Like previous Rope'n'Fly games, Rope'n'Fly 4 is all about swinging from a rope and staying airborne. The game's setting features several cities known for towering structures, including Chicago, Vancouver, and Seattle. There are even specific landmarks to grapple up and around, like the Eiffel Tower, the Space Needle, and the Golden Gate Bridge.

Tapping the screen once shoots out a rope, which latches onto the tapped object. Momentum propels the player's ragdoll avatar, who progresses by repeatedly latching onto objects and letting go. If the player makes it to the stage's end goal without face-planting, they're allowed to move on to the next round.

Managing rope length is the key to safely arriving at each stage's goal, since a rope that's too long can easily turn the player into a bloody skidmark on the pavement. This is easier said than done, since the player's first reaction upon letting go of a perch is to shoot wildly at the closest building - which, depending on the stage, may be a squat structure no higher than a few stories. What follows can best be described as a wet crunch.

But with some practice, players should soon be swinging through stages as if they belong to the Kong clan. The momentum particularly takes some getting used to, since Rope'n'Fly 4 seemingly doesn't operate under normal Earth gravity. Players swing wildly in between buildings, which feels unnatural at first but at least eliminates the possibility of coming to a dead stop.

While there's probably nothing in the world like grappling onto landmarks and swinging into the clouds, Rope'n'Fly 4 at least provides a decent digital substitute. No chance of smashing face-first into a beam, either.

iPhone Screenshots

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iPad Screenshots

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Rope'n'Fly 4 screenshot 6 Rope'n'Fly 4 screenshot 7 Rope'n'Fly 4 screenshot 8 Rope'n'Fly 4 screenshot 9 Rope'n'Fly 4 screenshot 10
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