A teenager, a hopeless science teacher and the professor’s talking chinchilla chase a pharaoh’s tiara through 1800s Egypt, pirate-era Tortuga, Aztec Mexico and the snowy Dolomites, all so the bumbling academic can impress the history teacher of his dreams. A con-man giant pursues them across every era, and the question of whether the tiara’s power is genuine gives the finale real stakes. The tone is Saturday-morning banter over gorgeous period backdrops, and the cutscene density makes the whole campaign play like a film. Time travel has rarely been staged with this much charm.
The writing is the headline achievement, and the character work sustains it from start to finish. The professor’s dynamic with his chinchilla carries genuine warmth, the giant’s unwanted sidekick begging to pencil in some time is a running gag that never sours, and a pastry empire becomes an unexpectedly reliable punchline. Comedy escalation is handled with confidence, from a pirate captain’s bombastic self-introduction to sausage-shaped facial hair and laser-lit Egyptian caverns. Few independent adventures write this sharply.
Movement is strictly lateral, with a double jump, grappling hook, wall-bounce shoes, sliding and rope-swing sequences composing the moveset. Light environmental puzzles (pressure plates, box pushing, crystal-laser redirection in the temple) punctuate the platforming, while high-speed escape set pieces supply the momentum: pirate chases, spear volleys, avalanches and a runaway elevator with a steering wheel that turns out to be the time machine itself. Puzzle-platforming sections and cinematic set pieces alternate cleanly throughout. The structure never lets either register overstay.
Checkpoints are placed generously enough that the set-piece-heavy design works exactly as intended, with failure costing almost no ground outside one icy collectible area where wind lengthens the runback. A two-hit buffer before death, most noticeable during the pirate chase, prevents the instant-reset frustration the genre usually imposes. The forgiving structure is what lets the cinematic pacing hold without punishment interrupting the film-like rhythm. Failure here is a hiccup, not a setback.
Visuals are consistently remarkable, with a limbless character design that evokes a certain limbless French platformer rendered in full Unreal Engine splendour. Tortuga plays like a painting, the laser-lit temple looks like something out of a dream, and no era looks anything less than sumptuous. Collectibles in the form of Rosetta stones and golden eggs unlock skins only, which removes any completion anxiety while leaving them slightly pointless for anyone who misses most of them. The trade-off is deliberate, and the low stakes suit the tone.
The camera’s constant angle shifts occasionally hide the intended path, most painfully a hook that never enters frame and forces retries until spotted. Two-dimensional movement takes some internalising, as instinct keeps reaching for vertical input in the opening stretch before the lateral-only design settles in. Neither issue survives contact with the checkpoint system for long, and both fade within the first hour. They are the design’s only real friction, and neither is structural.
Overall, this is a gorgeous, very funny, cutscene-heavy adventure that plays like a roller coaster arranged by a comedy writer, and its forgiving checkpoints make the cinematic ambitions work. Sharp banter, remarkable Unreal Engine artistry and well-judged set pieces outweigh camera occlusion and vestigial collectibles with ease. Everything the campaign attempts lands, and the recommendation is wholehearted.