Ruffy and the Riverside has always looked rather striking with its 2D characters in a colourful 3D world, and while its aesthetic is a strength, the game itself doesn't really match it.
This is an open-ended 3D platformer with a unique swap mechanic, which lets you copy certain textures and apply them to other objects — turning water into lava, for example. It's a great idea and very novel early on, but sadly feels underutilised in the grand scheme of things.
It never really evolves beyond quite basic puzzle-solving, and feels oddly limited. You can only copy specific textures, and they can only be pasted onto specific objects and surfaces, meaning the number of meaningful applications is actually quite small.
It's a real shame, because the game has a lot to see and do. There are puzzles and characters everywhere, dotted around a fun map to explore.
Unfortunately, it looks more fun than it is; a combination of slippy controls and underwhelming mechanics makes for a game that just feels undercooked.
That's not to say there's a lack of variety or imaginative ideas, but it's missing a cohesion and polish to bring it all together.
On top of this is a story that's given far more prominence than it should. It's a very simple tale that sets up Ruffy for his adventure, but there are more cutscenes and dialogue boxes than you might expect, and the narrative just doesn't have the substance for it.
There's a certain charm to the characters and the writing, but it all feels quite thin.
Ultimately, Ruffy and the Riverside is a game we wanted to like, but despite its attractive visual style and unique ideas, it never really comes together in a satisfying way. While there's some fun to be had running around in the semi-open world, it never evolves beyond that.





Comments 10
I’m going to read more reviews, but ouch. I was planning on getting this one for my Switch 2. Sounds like another Plucky Squire though…
@somnambulance From what I've seen, other critics are kinder to Ruffy! It wasn't really doing it for me at all sadly. Thanks for reading
I love the art style so I'll get it when on sale or in a bundle down the road.
@Quintumply I genuinely wish more demos would make their way to consoles. Steam having a demo, but not PS5 or Switch is baffling. I turned on the Pipistrello and the Cursed Yoyo do and bought the game 10 minutes later. This one seems like it needs a demo. You’re not alone in your review. Seems like reviews are all over the place currently. I tend to agree with your reviews though, so perhaps I’ll keep an eye on sales for this one and give it a flyer when it’s not releasing simultaneously with Death Stranding 2.
I like the look of this and seen much more positive reviews.
Anyone know the price?
Seems to be £15 on switch so imagine same on ps5. If so I'll be getting it day 1
@somnambulance I did play a demo of this, during a Steam Next Fest (where, annoyingly, most demos are removed when the Nest Fest ends). This review matches exactly what I played then. Except for the “lots to see and do” pro, which I would put as a con, because I got lost in the overstuffed hub world multiple times before quitting it in frustration.
I’d save your money on this one, or at least wait for a sale if your curiosity compels you. It’s a shame, because the art style is unique and you can see a lot of work was done by the devs, but it just wasn’t put together very well.
The cute-paper like artstyle alone makes me wants to try this game.
Anyway. I saw other reviews with better score and honestly, "forgettable narrative" in a platformer isn't a con. Back when i finished Sonic 1 for the first time on Sega Genesis, i don't remember much of the narrative beside Sonic must set free his animal friends and beat evil bald scientist. The same with Mario Bros on NES. I still had great times with both Sonic 1 and Mario Bros but i wouldn't dock a point just because they doesn't have memorable narratives.
I mean, platformers can have memorable / good narrative but the genre biggest selling points are always gameplay & artstyle over story / narrative.
After seeing a review of how Tak 2 really didn't do much and Tak 1 contextualised it's puzzles. I can kind of get this.
Sometimes they are just recycling the same and not really adding or removing anything and keeping it consistent, but by doing so it's either too easy and too scripted safe, or not really doing anything at all and it's an illusion that's easy to see past.
That's sad. But as I don't like many Indie platformers anyway not much I'm missing out on.
I did think this one could be better but it's unfortunate that it doesn't use it's mechanics well enough to really make the most of movesets/level design, like a platformer in the 5/6th gen did and many Indies, haven't, not once. It's very sad.
I can find plenty of AAA/B grades of the past well thinking their ideas and Indies while they get the art, the character designs, the dialogue or the animations and other aspects well done, the substance of the gameplay has just never been there for me, it's either too empty and not like a Banjo/Spyro/Mario 3D games using powers well for things or moves to get to places well at all, whether pads or obstacles/environments inaccessible or for combat or whatever, just safe basic moves and more quest based and I always find that odd as Banjo/Spyro mixed better and others just only focus on quests and I'm like oh so it's not a platformer just a kid friendly sandbox game without the RPG other elements and just being called a platformer and they need to work on that, heavily.
@PuppetMaster Agreed, Mario Galaxy may be more cinematic but it's still a Mario story. Plenty of platformers have it clear of basic plots with gameplay force, not all are story driven like PS2 era ones started to be. If it's PS1 inspired then I mean it's clear right there how many had stories and many didn't. Or enough to get by.
If people want dialogue to mean something they need to think about what it amounts to. Not some deep messages.
Or other games get a pass that 'they are ok' as they better understand them and the rest they treat differently and seem to miss the point of those.
Platformers should be like puzzle or racing, story is cool to have but not a requirement. Or have better reviewers who knows the genres well enough.
PuppetMaster wrote:
It's definitely a con when a simple platformer/puzzle/rhythm game makes you sit through reams of mediocre dialogue — I've encountered that quite a bit in certain games lately; for the most part I've just found it overindulgent, unnecessary, and utterly kills the pace. If you're going to have a narrative-heavy game, the writing had better be A-class quality.
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...