Previews

Hands on with Henry Hatsworth in the Puzzling Adventure on DS

An unlikely find

Hands on with Henry Hatsworth in the Puzzling Adventure on DS

Indeed, there's something boggling about Henry Hatsworth in the Puzzling Adventure. Whether it's the hysterical treasure hunter dressed for a safari or the inventive mix of Mario-style platforming and match-three puzzle play, we're downright puzzled. Where has such an inventive, wildly creative game come from?

The everglades, apparently.

Tucked away in the American deep south, EA Tiburon has been quietly working on a dramatic departure from pigskin and cheerleaders. Henry Hatsworth promises to reach out to a casual DS gamers with its touch-enabled puzzles. However, it's more than that. By combining familiar match-three puzzle-solving with 2D platforming, the game becomes a challenging adventure that promises to attract anyone looking for a jolly good time.

As Dr Henry Hatsworth, the game takes you to the perilous treasure realm. Having earned a doctorate in practical treasure hunting, the good doctor has uncovered a means of travelling to the enigmatic dimension with the hopes of bringing back the goods. Unfortunately, innumerable creatures guard the treasures just sitting, waiting to be nabbed. Naturally, you need to overcome these enemies in order to grab the gold and return home.

Creative Lead Kyle Gray explains that it's up to you to beat back these foes by transforming them into blocky puzzle pieces. Killing an enemy on the top screen causes it to drop onto the puzzle grid located on the touchscreen. Once a creature turns into a block, you can eliminate it entirely by clearing it from the board. Moving blocks horizontally on the touchscreen allows you to create like-coloured combos to clear blocks from the grid. As you'd expect, you're able to use either the buttons and D-pad or stylus to play.

Inspiration for the game's puzzle component clearly comes from Bejeweled. "Oh yeah, we know," states Gray. "That's the point � we want it to be familiar since we're adding so much cool stuff on top of that core match-three play."

It's true: Henry Hatsworth goes much further in bringing together two seemingly discrete gameplay styles. Actions in one screen have profound effects on the other.

Traipsing through the side-scrolling stages on the top screen, you'll notice the puzzle grid creeping up ever-so slowly. Enemies dropped onto the touchscreen can return to haunt Henry if you allow their blocks to rise back to the top screen. The only way to prevent that from occurring is to hit the X button and clear blocks.

There's a catch, though. A vertical gauge on the left side of the screen limits the amount of time spent in puzzle mode, so you need to spend your time wisely.

The relationship between the two screens goes even deeper when you consider the wealth of items that can be deployed in the game by both Henry and his adversaries. Activated items have specific effects on both screens, such as the lightning bolt that clears every block of the same colour when used on the puzzle grid and then zaps enemies on the top screen when you switch back to the action. Skillfully clear huge combos and Henry receives the right to take a break for Tea Time, in which he becomes a near-invincible robot for a short span of time.

Across the game's five worlds, each packing six individual levels apiece, you can expect to encounter a few bosses. Gray highlighted an early battle against Lance: a hulking ladies' man that immediately reminded us or the arrogant Gaston from Beauty and the Beast. Aside from his power to annoy, Lance is equipped with an anchor that pulls the puzzle grid up toward the top display at a faster-than-normal rate. Do you switch to the grid to clear a bunch of blocks or deal with Lance directly? Either way, you have to act faster to shut his narcissistic butt down.

Bizarre battles perfectly showcase the game's creative edge. Henry Hatsworth in the Puzzling Adventure is a crazy adventure and Gray knows it. "I want this game to be something that you remember, that makes you laugh because it's just that cool." Oh, we think it's definitely cool, but we're not laughing at the long wait until early 2009 for this highly promising adventure.

Tracy Erickson
Tracy Erickson
Manning our editorial outpost in America, Tracy comes with years of expertise at mashing a keyboard. When he's not out painting the town red, he jets across the home of the brave, covering press events under the Pocket Gamer banner.