Game Reviews

Rescue Co.

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iOS
| Rescue Co.
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Rescue Co.
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iOS
| Rescue Co.

At first glance, Rescue Co. appears to be infused with the DNA of iOS mega-hits Angry Birds and Tiny Wings. You fling a rotund Rescuenaut about the screen, trying to lead similarly spherical Explorers from their crashed vessel, across undulating terrain, to the safety of an Astro Base.

The graphics are colourful, the sound is jolly, and the controls are simple. Drag out an arrow and your smiling do-gooder immediately hurls himself in that general direction. He'll bounce around comically for a while like he's the ball in a zero gravity game of keepie-uppie.

This comedy is amplified by the Explorers, who seem like they're attached to the Rescuenaut by a string of invisible elastic. It all feels slightly chaotic and alien.

Restricted space

Naturally there are hazards to contend with, and the first of these is the screen size. The terrain automatically scrolls, and should you approach any screen edge, you get a warning.

If a Rescuenaut or an Explorer crosses this boundary, they're catapulted into the void and certain doom, ending your go. By contrast, get to the base safely and your score is totted up and your rank increased.

As your rank rises, two things happen. Firstly the number of Explorers in your care increases. It's pretty easy getting one to the base, shepherding four of the little blighters home isn't quite so simple. Secondly the planets you're rescuing on become markedly more hostile.

Follow the leader

Initially you need to deal with an uneven planetary surface and the odd lumpen rock that an Explorer can get stuck behind. Leap up and they'll usually ping to your side with gusto.

Soon though the planets become peppered with a suspicious number of TNT boxes (which explode and blast you off of the screen if you're nearby) and black holes (which suck you and the Explorers in).

Games are short, and the intuitive nature of Rescue Co. means it's easy to get into. However, there's almost no progression, and you'll see pretty much everything there is to offer within the first 15 minutes.

The main reason to continue playing is to collect the bits of levitating metal that lurk above each planet. You can spend these on various goodies, such as ships to save Explorers who are fired off-screen, and power-ups that enable you to leap higher.

Over the rainbow

Very occasionally, though, Rescue Co. transforms into a different beast, dumping you on a lurid rainbow planet that's positively teeming with floating metal and TNT boxes.

Instantly the challenge feels different - tougher and more exciting. You're constantly on edge, desperately trying to wrestle the spherical protagonists home.

But all too soon it's over, and you're back to more pedestrian trials. And then you'll get bored, put down your phone, and leave the crashed Explorers to their asphyxiation-based fate. You monster.

Rescue Co.

Rescue Co. isn't a bad game, but its charm wears thin remarkably quickly, betraying its lack of depth
Score
Craig Grannell
Craig Grannell
Craig gets all confused with modern games systems with a million buttons, hence preferring the glass-surfaced delights of mobile devices. He spends much of his time swiping and tilting (sometimes actually with a device), and also mulling why no-one’s converted Cannon Fodder to iPad.