<p>When the Kinect was unveiled&comma; hardcore gamers correctly deduced that it wasn&&num;8217&semi;t going to have many games that appeal to the traditional Xbox fan and their <em>Gears of War<&sol;em> style of gameplay&period; This was never Microsoft&&num;8217&semi;s intent&period; With the other two consoles sporting motion-sensing controllers the Xbox would be at a loss on how to deal with simple casual games that use simple motion-based controls&period; True&comma; dance games make up the bulk of Kinect must-haves&comma; but there are also quite a few weird little games for it that add in some variety to the stable&period; The iPhone title <em>Doodle Jump<&sol;em> is based around the accelerometer in mobile phones&comma; and while this could be controlled with the thumb stick&comma; the developers at Smoking Gun Interactive have taken advantage of the Kinect to give the Xbox 360 port <em>Doodle Jump Kinect<&sol;em> a little more substance than its mobile counterpart&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135805 " id&equals;"quads-ad135805" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>On mobile devices the <em>Doodle Jump<&sol;em> series has players control a little creature named The Doodler as it jumps up through a series of infinite platforms&period; Players can tilt their phone to make The Doodler move left or right&comma; but the critter automatically jumps upward at a steady pace on his own&period; The trick is to ensure that he always has a platform to land on&comma; while avoiding the enemies that appear in his path&period; The basics of this remain in <em>Doodle Jump Kinect<&sol;em>&comma; but now players move their own body around their living rooms to make the Doodler move along with them&period;<&sol;p>&NewLine;<p>There are some other mechanics in play is well&comma; players can point their arms to make The Doodler shoot enemies&comma; and there are power-ups that require a special gesture to use&period; When all of these elements are combined together the experience becomes much more engaging and complex than just tilting a phone or wiggling a thumb stick&period;<&sol;p>&NewLine;<p>This is both a strength for the game&comma; and a source of frustration&period; <em>Doodle Jump<&sol;em> really wouldn&&num;8217&semi;t interesting at all to play with a gamepad&comma; but the energetic gameplay brought about by the Kinect makes it more exciting&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>The game does require fast reflexes and precise movement which are hard to master with the Kinect&period; Often The Doodler will need to quickly move from one of the screen all the way over to the other and players will have a split second to physically leap to far side of their living room<&sol;p>&NewLine;<p>In this regard&comma; it has a bit in common with dance and rhythm games&period;  The Doodler jumps at his own pace automatically&comma; players will need to move in time to the Doodler&&num;8217&semi;s steady pace&comma; always making sure that their own body is at the right spot at the right moment&period; It lacks the grace and finesse of something like <em>Dance Central<&sol;em>&comma; but players who can keep a beat and know how to move well will be better able to control their character&period;<&sol;p>&NewLine;<p>Adding in further complexity is the use of firepower&period; Enemies appear in The Doodler&&num;8217&semi;s path&comma; and players can dispatch them in several ways&period; One is to jump past them and then land on top of them&comma; but the easy way is to just blast the monsters&period; By pointing their arms&comma; players can make The Doodler fire in any direction&period; While this makes combat relatively easy&comma; it also becomes very difficult for the Player to aim their arms while simultaneously side-stepping around the room&period; This can reduce the levels to Trial and Error gaming in which players can&&num;8217&semi;t react fast enough to new threats&comma; and must instead memorize when a threat will come and have The Doodler already in position to jump around it&period;<&sol;p>&NewLine;<p>The Doodler can also gain power-ups that provide weapons and movement abilities such as a jetpack that will send him rocketing straight up through most of a level&comma; or a pair of wings that will allow a slower form of flight&period; Players will also gain access to powers that can destroy enemies too&period; These are all activated with a special gesture&comma; like clapping to activate a bomb&comma; or having players flap their arms to make The Doodler&&num;8217&semi;s wings flap&period; These add  yet more diversity to the side-stepping motion that makes up the bulk of gameplay&comma; but they also pile on another set of gestures that need to be managed on the spur of the moment&comma; and add to the frustration of trying to make it to the end of each level&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>Players who are familiar with the mobile versions of <em>Doodle Jump<&sol;em> will note that having clearly defined levels is a new feature of <em>Doodle Jump Kinect<&sol;em>&period; The original games had players jumping up through infinite levels until The Doodler met his inevitable demise&period; With the Kinect edition&comma; the game is divided into three worlds&comma; each with ten levels&period; The levels are then broken up by checkpoints so that when players miss a jump they are sent back to the last checkpoint&period; This gives console players a greater sense of goals and accomplishment to keep them playing over long stretches of time&comma; as opposed to the original design which was intended for short play-sessions on the go&period;<&sol;p>&NewLine;<p>The worlds use the themes of Cave&comma; Sky and Hive&period; Each new world introduces new power-ups and enemies&comma; so there is a steady change to gameplay over the five or so hours it will take most players who make it through all 30 levels&period; Another new feature to <em>Doodle Jump Kinect<&sol;em> is the inclusion of boss fights&period; Each world concludes with a special bad guy to fight using the same jumping mechanics that are seen in Sonic the Hedgehog&&num;8217&semi;s boss fights&period;<&sol;p>&NewLine;<p>The developers of <em>Doodle Jump Kinect<&sol;em> deserve some kudos for doing more than just directly porting over a mobile game&period; This could have been a perfect example of why a can be a huge hit on one platform and a failure on another&period; The game does have some frustrations in terms of its controls&comma; and good deal of repetitious play&comma; but it&&num;8217&semi;s much more than it could have been in the hands of a lazier dev team&period; <em>Doodle Jump Kinect<&sol;em> isn&&num;8217&semi;t going to convince anyone to buy a Kinect just for this game&comma; but it does provide Kinect owners an alternative to the typical crop of dance and party games&period;<&sol;p>&NewLine;<p><em>Doodle Jump Kinect<&sol;em> is out now on Xbox Live Arcade for 800 Microsoft Points &lpar;Five dollars&rpar;&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<&sol;p>&NewLine;<div class&equals;"essb&lowbar;links essb&lowbar;counter&lowbar;modern&lowbar;right essb&lowbar;displayed&lowbar;bottom essb&lowbar;share essb&lowbar;template&lowbar;default4-retina essb&lowbar;1887454280 print-no" id&equals;"essb&lowbar;displayed&lowbar;bottom&lowbar;1887454280" data-essb-postid&equals;"39729" data-essb-position&equals;"bottom" data-essb-button-style&equals;"button" data-essb-template&equals;"default4-retina" data-essb-counter-pos&equals;"right" data-essb-url&equals;"https&colon;&sol;&sol;www&period;explosion&period;com&sol;39729&sol;doodle-jump-kinect&sol;" data-essb-fullurl&equals;"https&colon;&sol;&sol;www&period;explosion&period;com&sol;39729&sol;doodle-jump-kinect&sol;" data-essb-instance&equals;"1887454280"><ul class&equals;"essb&lowbar;links&lowbar;list"><li class&equals;"essb&lowbar;item essb&lowbar;link&lowbar;facebook nolightbox essb&lowbar;link&lowbar;svg&lowbar;icon"> <a href&equals;"https&colon;&sol;&sol;www&period;facebook&period;com&sol;sharer&sol;sharer&period;php&quest;u&equals;https&percnt;3A&percnt;2F&percnt;2Fwww&period;explosion&period;com&percnt;2F39729&percnt;2Fdoodle-jump-kinect&percnt;2F&t&equals;Doodle&plus;Jump&plus;Kinect" title&equals;"Share on Share" onclick&equals;"essb&period;window&lpar;&&num;39&semi;https&colon;&sol;&sol;www&period;facebook&period;com&sol;sharer&sol;sharer&period;php&quest;u&equals;https&percnt;3A&percnt;2F&percnt;2Fwww&period;explosion&period;com&percnt;2F39729&percnt;2Fdoodle-jump-kinect&percnt;2F&t&equals;Doodle&plus;Jump&plus;Kinect&&num;39&semi;&comma;&&num;39&semi;facebook&&num;39&semi;&comma;&&num;39&semi;1887454280&&num;39&semi;&rpar;&semi; 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Charles is a proud contributor to Explosion, as well as the Xbox/ PC Department Lead at Player Affinity, a weekly columnist for Default Prime, a reviewer at The Indie Game Magazine, and a Special Agent at the U.S. Department of Electronic Entertainment.
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