GamerScout Verdict
Best for younger players and nostalgic platformer fans who can overlook a camera that fights them more than the enemies do.
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About Super Lucky's Tale
My first instinct after reading the Metacritic score was to write Super Lucky's Tale off as another lazy Xbox mascot grab. Spend a few hours with it and the picture is more complicated than that. Playful Corp. built a collect-athon platformer clearly inspired by the Banjo-Kazooie and Crash Bandicoot era: five hub worlds, each with a handful of levels, a set of LUCKY letters to spell out per stage, 300 coins to gather for a clover, bonus rooms, and a final boss waiting behind a page quota. The loop is familiar to the point of feeling derivative, but the intent behind it is genuine. The move set is small but functional. Lucky can jump, double jump, tail swipe, ground pound, and burrow underground to access hidden areas. The burrow ability in particular adds a low-key puzzle layer since several secrets are stashed below the surface. Levels mix full 3D exploration stages, 2D side-scrolling runs, auto-runner segments, Sokoban-style statue-sliding puzzles, and marble-rolling mini-games. That variety keeps any single format from overstaying its welcome, and the side-scrolling sections are consistently the tightest in terms of feel. Here is the thing critics kept coming back to: the camera. In this original PC version, the camera is not fully rotatable and sits at a constrained angle that regularly works against precise jumps. Deaths that feel like the camera's fault rather than yours do happen, and in a genre where spatial reading is everything, that stings. Controls also drew complaints about input lag in early console versions. The PC build runs cleanly at an unlocked framerate and high resolutions, which helps, but the camera constraint is a design choice baked into this version of the game. Worth noting: Playful later rebuilt the entire title as New Super Lucky's Tale with a full 360-degree camera, tighter controls, and revised levels. If you have the choice, that version addresses most of what reviewers knocked here. Difficulty is low. Not "gentle learning curve" low but "veteran players will run through stages without losing a life" low. The collectible hunt is where the actual challenge lives. Tracking down every LUCKY letter, hidden clover, and bonus room pushes the completion time out and gives the levels a second reason to exist beyond a quick run-through. Boss fights follow a readable dodge-and-bop pattern that escalates mildly across the five worlds. Two paid expansions, Gilly Island and Guardian Trials, were released post-launch, with Guardian Trials specifically targeting players who wanted harder content. So the difficulty floor being nearly flat is a deliberate audience call, not an oversight. Who this is for: younger players or parents looking for a shared-controller game that does not punish mistakes harshly, and adults with a specific fondness for late-1990s collect-athons who can tolerate a camera that occasionally disagrees with them. Anyone expecting a challenge comparable to modern precision platformers will find it soft. Anyone comparing it to the genre's genuine classics will find it derivative. On its own terms, as a breezy, colorful romp with genuine craft in its world design and enough collectible variety to hold attention for five or six hours, it delivers what it promises.

Catch-all
Tags
System Requirements
Minimum
- OS
- Windows 7 or higher
- Memory
- 8 GB RAM
- DirectX
- Version 11
- Storage
- 11 GB available space
- Graphics
- AMD Radeon R7 370 or NVIDIA GeForce GTX 660/570
- Processor
- Intel Core i5 3550 @ 3.3 GHz or AMD FX-6300
Recommended
- OS
- Windows 10 Version 14393.98 or higher required
- Memory
- 16 GB RAM
- DirectX
- Version 11
- Storage
- 11 GB available space
- Graphics
- AMD Radeon R9 290X or NVIDIA GeForce GTX 780
- Processor
- Intel Core i5 4570 @ 3.2 GHz or AMD FX - 8350
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Reviews & Ratings
Game Info
- Developer
- Playful Corp.
- Publisher
- Xbox Game Studios
- Release Date
- Sep 14, 2018

