Joystiq hands-on: Henry Hatsworth in the Puzzling Adventure (DS)

In the top screen, Hatsworth runs, jumps, swings his cane, and shoots, much like any other platformer. However, when you kill an enemy in this perspective, it turns into a block, sliding into the puzzle screen below. Those blocks constantly creep upwards, and if the block faces reach the top DS screen, they turn back into angrier, more powerful foes.
The X button always pauses the side-scrolling control and swaps to the puzzle world. Gamers shift blocks horizontally, trying to match three-or-more colors to erase those blocks forever. But instead of just killing a block-shaped enemy, puzzle prowess governs special abilities and even ammo in the top screen; ignore the puzzle blocks, and Hatsworth will only be able to attack with his puny cane.
When we leapt and ran through the top screen, the button controls felt agile and comfortable. We especially liked the scaling complexity, which should keep the game fresh; in addition to standard, one-button attacks, many power-ups and button combinations performed new moves. We summoned non-sequitur special attacks with a full puzzle energy meter, such as Tea Time, which put Hatsworth inside a giant walking robot with a laser canon.
Because those attacks rely on the puzzle meter, we often tapped into the bottom screen to match some blocks. The puzzle screen responds to touch or D-pad, but we mostly stuck to the hard buttons since that felt quicker than retrieving the stylus each time. Players can stay in the puzzle world for a length that increases with the damage generated in the top screen. You can't die in the puzzle, but you can get kicked back to the top screen after that meter depletes.
Hatsworth has a lot going on. While we think the puzzle-platform combination could excel, much of the game will rely on its developers tuning difficulty and challenge. At times, the puzzle and the platforming felt easy, but that might have been because we started on an early level. And with so much to keep track of at once, we could see how the game could become frustrating and confusing.
Scheduled for the beginning of 2009, Henry Hatsworth and the Puzzling Adventure takes a creative leap by combining unrelated genres. EA and its Tiburon designers have tapped into a lot of potential we hope Hatsworth can achieve.





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Reader Comments (Page 1 of 1)
Fernando Rocker @ Aug 18th 2008 9:05AM
Actually, I just saw a few days some gameplay videos. It looks pretty good, very original.
The similarities with Proffesor Layton is only in the character, but the gameplay is way to different.
EA is improving a lot.
Fernando Rocker @ Aug 18th 2008 9:11AM
http://www.youtube.com/watch?v=PoSCEfor5Bc&NR=1
samfish @ Aug 18th 2008 9:18AM
Color me officially interested.
Jacksons @ Aug 18th 2008 1:09PM
Likewise.
peepoop @ Aug 18th 2008 12:18PM
"Panel de Pon/Planet Puzzle League"
or Tetris Attack, if you're NOT lame...
Tuefl @ Aug 18th 2008 3:16PM
EA is evil.
Jacksons @ Aug 18th 2008 3:29PM
Haven't you heard? It's all about hating Activision Blizzard now.
Ghede @ Aug 18th 2008 4:12PM
Yeah, Actiblizzard is the new evil entity! What with axing creative and anticipated titles left and right, slashing staff, and other things that make you fear for the games quality when they are released.
EA on the other hand is toning down it's sequelitis, has improved it's treatment of employees somewhat, and instead of eating and destroying smaller companies, they become "EA Partners"
Now if only they will get Dungeon Keeper 1 + 2 rereleased... I need some XP compatible Horny the Reaper!
Meloche @ Aug 19th 2008 3:21PM
Hating Activision Blizzard is cool now? I thought it was still cool to hate Ubisoft...