Compare Tamarin prices across 50+ stores and find the best deal. Developed by Chameleon Games. Published by Chameleon Games. Released on 9/10/2020. Available on PC, Xbox. Genres: Action, Adventure, Indie.

A love letter written by ex-Rare talent that arrives at the post office already crumpled: gorgeous Nordic scenery and a David Wise soundtrack prop up a collect-a-thon platformer undermined by a fighting camera and a shooter mode that feels bolted on from a different game.

My honest reaction within the first hour of Tamarin was something close to wistfulness. The pedigree here is real: Chameleon Games assembled ex-Rare developers, the character designer behind Banjo-Kazooie, and David Wise, the composer responsible for Donkey Kong Country's unforgettable soundscapes. The Nordic wilderness they built together is genuinely pretty in places, all soft forest light and fjord reflections. The tiny tamarin protagonist, fur rippling as he bounds through the undergrowth, is one of the most charming animal mascots to come out of the indie scene in years. I wanted this to work. It mostly doesn't. The game splits into two distinct modes and never convincingly reconciles them. In the platforming sections you collect fireflies to unlock doors into insect strongholds, rescue bluebirds for birdhouses, chase golden flies, and spend red-mask currency with a friendly hedgehog who trades weapons and abilities. The traversal kit includes wall-climbing, a backflip, rolling into enemies, and a leaping mechanic that requires you to align with a ledge and lock on before you can cross larger gaps. That last detail is quietly maddening: it constantly interrupts momentum in a genre that lives and dies by momentum. The bigger problem is signposting, or the complete absence of it. The interconnected world looks gorgeous in screenshots but every forest, river, and boulder quickly blurs into itself, and there are no landmarks to orient yourself. Wandering for forty minutes searching for the hedgehog shopkeeper in a corner of the map is a real possibility, not an exaggeration. Then the shooting starts. Entering an Insekt Factory strips your mobility. Double-jump, backflip, and roll all disappear while a firearm is equipped, leaving you standing more or less still and sweeping a large crosshair over ant soldiers. The Uzi is your starting weapon; a machine gun follows, and more unlock through the hedgehog's shop. On paper the escalation sounds fine. In practice the lock-on is inconsistent, aiming is floaty, and the camera, which already fights you in the open world, becomes genuinely troublesome when walls and geometry are close. Reviewers and community members have consistently flagged this camera behaviour as the single biggest obstacle between the player and anything resembling fun. A small number of players who came in expecting pure Jet Force Gemini energy and adjusted their expectations found it tolerable, but the consensus across dozens of critics is that the shooting drags the whole experience down. What saves Tamarin from being a complete write-off is purely sensory. David Wise's score shifts from gentle meadow ambience to synthwave military cues to jungle percussion, and it genuinely elevates every moment it appears. The main character's tiny sound effects, little squeaks on a roll, the soft thud of landing, feel hand-tuned with real affection. For players who care about handcraft in creature animation and atmospheric audio, there is something here worth a moment of quiet appreciation. Just do not expect the gameplay to match. Kai, Scout Team

Tamarin
ActionAdventureIndie

Tamarin

Sep 10, 2020Chameleon Games
GamerScout Says

A love letter written by ex-Rare talent that arrives at the post office already crumpled: gorgeous Nordic scenery and a David Wise soundtrack prop up a collect-a-thon platformer undermined by a fighting camera and a shooter mode that feels bolted on from a different game.

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Screenshots & Media

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About Tamarin

My honest reaction within the first hour of Tamarin was something close to wistfulness. The pedigree here is real: Chameleon Games assembled ex-Rare developers, the character designer behind Banjo-Kazooie, and David Wise, the composer responsible for Donkey Kong Country's unforgettable soundscapes. The Nordic wilderness they built together is genuinely pretty in places, all soft forest light and fjord reflections. The tiny tamarin protagonist, fur rippling as he bounds through the undergrowth, is one of the most charming animal mascots to come out of the indie scene in years. I wanted this to work. It mostly doesn't. The game splits into two distinct modes and never convincingly reconciles them. In the platforming sections you collect fireflies to unlock doors into insect strongholds, rescue bluebirds for birdhouses, chase golden flies, and spend red-mask currency with a friendly hedgehog who trades weapons and abilities. The traversal kit includes wall-climbing, a backflip, rolling into enemies, and a leaping mechanic that requires you to align with a ledge and lock on before you can cross larger gaps. That last detail is quietly maddening: it constantly interrupts momentum in a genre that lives and dies by momentum. The bigger problem is signposting, or the complete absence of it. The interconnected world looks gorgeous in screenshots but every forest, river, and boulder quickly blurs into itself, and there are no landmarks to orient yourself. Wandering for forty minutes searching for the hedgehog shopkeeper in a corner of the map is a real possibility, not an exaggeration. Then the shooting starts. Entering an Insekt Factory strips your mobility. Double-jump, backflip, and roll all disappear while a firearm is equipped, leaving you standing more or less still and sweeping a large crosshair over ant soldiers. The Uzi is your starting weapon; a machine gun follows, and more unlock through the hedgehog's shop. On paper the escalation sounds fine. In practice the lock-on is inconsistent, aiming is floaty, and the camera, which already fights you in the open world, becomes genuinely troublesome when walls and geometry are close. Reviewers and community members have consistently flagged this camera behaviour as the single biggest obstacle between the player and anything resembling fun. A small number of players who came in expecting pure Jet Force Gemini energy and adjusted their expectations found it tolerable, but the consensus across dozens of critics is that the shooting drags the whole experience down. What saves Tamarin from being a complete write-off is purely sensory. David Wise's score shifts from gentle meadow ambience to synthwave military cues to jungle percussion, and it genuinely elevates every moment it appears. The main character's tiny sound effects, little squeaks on a roll, the soft thud of landing, feel hand-tuned with real affection. For players who care about handcraft in creature animation and atmospheric audio, there is something here worth a moment of quiet appreciation. Just do not expect the gameplay to match. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:indieCollect-a-ThonMascot PlatformerThird-Person ShooterInterconnected WorldAnimal ProtagonistController RequiredJet Force Gemini-likeRetro Inspiration

System Requirements

Minimum

OS
Windows 7
Memory
8000 MB RAM
DirectX
Version 11
Storage
10000 MB available space
Graphics
nVidia GeForce GTX 460 / AMD Radeon 6850HD
Processor
Intel i5
Additional Notes
Game controller strongly recommended!

Recommended

OS
Windows 10
Memory
8000 MB RAM
DirectX
Version 11
Storage
10000 MB available space
Graphics
nVidia GTX 660 / AMD Radeon 7950HD
Processor
Intel i5

Reviews & Ratings

No ratings available

Game Info

Developer
Chameleon Games
Publisher
Chameleon Games
Release Date
Sep 10, 2020

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