Carto Review (Switch eShop) | Nintendo Life

People who have played tile matching, board games that interfere with friendship Carcassonne Recognize Carto’s The main mechanism: Square tiles should be arranged according to the patterns on both sides. If the patterns match the edges of another tile, you can place them side by side. Forest tiles must be adjacent to another forest tile, and desert tiles must be adjacent to another desert tile. The lost title role in the world far below the airship where she and her grandma usually live needs to navigate this strange tiled world to find her way back-and perhaps along the way. Help a few people.

Carto does one thing, but in most cases it works fine. The tile matching concept is refreshing in the field of indie games and creates interesting and diverse puzzles. Most often, puzzles consist of wandering the map, finding new pieces of the map, talking to people, and trying to understand the clues they gave you. Some might say that the cottage is hidden in the middle of the forest. Placing forest tiles around the center of the sky will magically reveal cottage tiles. Others may hint at circular paths, something at the mouth of the river, or patches of yellow flowers, and it’s up to Carto to place the tiles as they were described.

Other puzzles involve solving more complex problems. Follow a footprint that needs to be aligned, rotated, and repeated. Or pay attention to which direction a particular tree is pointing to to find out where to place the next tile. These puzzles are much less sensitive than the puzzles given in conversation, and there is no hint system to help if you get stuck. You may find that you rely on walkthroughs early on, as it’s often unclear what the game expects of you.

As the game progresses, the puzzles get steadily harder. Not so much, Carto is pretty calm as the puzzle adventure progresses, but it’s enough to confuse and in some cases infuriate players. Carto is beautiful and often gives a heartwarming satisfaction to play, but sometimes fails. At that moment, most of the time, the player is given only a few instructions. Too Vague or confusing. Solving puzzles at this level is often a trial and error process, which means many repetitive and tedious map rearrangements. It’s a shame that the core mechanic loses steam quickly.

Fortunately, the world of Carto is a nice place to lose. Like all the best indie games, it stands out confidently thanks to its sense of style. The world of cults is covered with colored pencils and comfortable round shapes, like a children’s book with beloved illustrations. Art is the best of the game. It’s nice to see and is lovingly animated. A world completely and luxuriously realized by a designer who matches the story well.

But what about kids? The game is easy enough to bring in your splog, and it may be the best way to play the game. Kids may appreciate Carto’s greatness. Also, the strange creativity that only children under the age of 12 have will greatly help solve some of the puzzles that adults cannot. And so is the story, just as art reminds us of illustrated picture books.

Carto is not challenging as the story progresses. There is no real tension in the plot and there are no moments to excite or confront the player. Everyone is polite and friendly. Even the grandmother, who was damaged by the airship Carto at the beginning of the game, seems to trust her completely and not be distracted by Carto falling to the ground below. I don’t know if this is bad or good. Not all stories require high drama, and while it’s certainly refreshing for everyone to live in a kind world, relaxed stories tend to be slightly flatter.

Carto’s adventures often suffer from this flatness. Tasks are performed one at a time, plots are linearly expanded, and most of Carto’s actions are based on the commands of others. It often feels like a fun walk that intersects with FetchQuest, where Carto walks from person to person, solves riddles, and provides whatever he needs before moving on to the next.

There is a gentle passiveness that can calm or frustrate the player, depending on the type of game the player wants. Those who want a rewarding puzzle game can be disappointed by the bland characters and boring repetitions. Those who want to get rid of stressful days at work (or, to be honest, just 30 minutes on social media) will find Carto a simple and gentle game.

However, it’s hard to call Carto an unconditional success if Carto’s main mechanic is so inspiring that it can cause the frustration of throwing a controller from a player. It’s beautiful, original, and sometimes even calm to play, but the lack of clear puzzle direction and the tendency to rely on repetition is a failure. The clever concept of tile-matching maps dries too quickly, limiting players to the next steps the game always offers, leaving little room for exploration and discovery. However, for short games, these flaws can be overlooked, as it takes about 5-10 hours in total. This is especially true when playing with children who may enjoy the on-rail experience more than adults.


Carto’s main concept is compelling, but it loses momentum in the middle of the game and succumbs to repetition too quickly. Nevertheless, it’s a beautifully drawn title and often fun to play, but when it’s boring, Really I am bored. This is arguably the perfect title to play with kids and beginners who are likely to tolerate many of Carto’s shortcomings, but everyone else needs to approach it with a little more care.

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