PITFALL! Review
Developer: Activision Publishing
Price: $.99
Version Reviewed: 1.0
Device Reviewed On: iPad 2
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The rebirth of Pitfall! as an endless runner makes sense. The game was always about quickly going up and down, swinging from vines and dodging about - it just fits. The original was released not long after Indian Jones fever swept America, and it always had that vibe. It’s coincidental that Temple Run riffs on the same motif; Activision is being faithful to the original game in terms of setting and theme, if not core mechanics.
Pitfall! has one awesome element we’ve not seen before. The game switches perspective so one minute we’re playing a side-scroller, the next a vertical one. The camera's proximity to the action and angle shift, too.
The controls are the typical up and downward swipes for jumps and slides, left and right swipes for hard turns, and the accelerometer controlling Harry's exact path. There is also tapping to snap enemies with a whip. If one survives long enough they get to ride on wildcats, motorcycles and mine carts. The gameplay doesn't change, but the illusion of speed and peril, particularly with the evocative soundtrack, give Pitfall! enough distinction to warrant the $.99 entry fee.
The trouble comes with the power ups. The store’s a confusing mess with multiple currencies, and the boosts are unimaginative and extremely costly whether players use the in-game bar currency - which are strewn on the course, but not bountiful - or by purchasing gems in-app. The various "tonics" are all limited-use and the game misses no opportunity to suggest buying more.
The relentless push towards purchasing and a poorly thought out reward system plagues Pitfall!. Other games use upgrades to help players make permanent progress and that feeds the addiction. Pitfall!, however, falls into an avaricious money pit and ultimately feeds frustration.