Compare The Smurfs - Mission Vileaf prices across 50+ stores and find the best deal. Developed by OSome Studio. Published by Microids. Released on 10/26/2021. Available on PC, Xbox, Nintendo Switch. Genres: Action, Adventure.

A licensed platformer that punches well above its weight class, great for a nostalgic co-op afternoon with kids, surprisingly decent solo if you can forgive a fussy camera and a Smurfizer that runs hot.

I went into Mission Vileaf expecting the usual licensed-game shrug, and came out of it mildly impressed, not because it reinvents anything, but because it actually tries. The core hook is the Smurfizer, a backpack device invented by Handy Smurf that functions as your Swiss Army knife for the whole game. You spray it to heal corrupted vegetation, use it as a short-burst jetpack to glide between platforms, trigger a high-speed dash, and pull off a SmurfoSplat ground pound that radiates a healing circle on impact. The Smurfizer also gains a vacuum ability mid-game, letting you suck up enemies and objects in a move that reviewers consistently compared to Luigi's Mansion. That one tool doing so much heavy lifting is both the game's smartest design choice and its most significant limitation. You rotate through four playable Smurfs across the roughly six-hour campaign, Hefty, Brainy, Chef Smurf, and Smurfette, each taking their own chapter through five distinct biomes. Fair warning: the character swaps are purely story-driven. All four handle identically because every ability runs through the Smurfizer, so don't go in expecting class-specific mechanics. The world design does lean into the Smurf scale nicely, though, with oversized mushroom pads to bounce off, trees to climb, and areas that open up as you unlock new Smurfizer upgrades. Collectible resources like wood, mushrooms, and potions can be traded back at the village to upgrade your tank size, dash handling, glide distance, and health, and a handful of hidden items genuinely require a return visit with a later-unlocked ability, which gives completionists a real reason to revisit stages. Where things wobble: the Smurfizer runs on a shared overheat cooldown across all its abilities, which creates awkward moments when you need to glide to a platform immediately after spraying down a patch of corruption. The camera is the bigger recurring headache, it misbehaves often enough to turn some routine jumps into guesswork, and character movement has a floaty acceleration ramp before it reaches full speed that makes precise platforming landings trickier than they should be. A co-op mode exists where a second player controls SAM, a small robot that tosses explosive seeds and assists with healing, though community reception suggests the supporting role feels a bit toothless once the primary Smurf upgrades outpace what SAM can offer. Minor framerate stutters, especially on resource pickup, round out the technical complaints. For the target audience, families with kids around eight and up, or adults carrying Smurfs nostalgia, Mission Vileaf works well enough. Three adjustable difficulty settings let parents dial things to match a younger player, though some reviewers noted the easy setting is still not a total cakewalk. Solo adult players grinding for full collectible completion will find a few solid hours past the main story credits. Anyone hoping for a platformer that challenges a seasoned player will hit the ceiling fast. OSome Studio, the team behind the Asterix and Obelix XXL games, clearly knows how to make a structurally competent licensed platformer, this sits comfortably in that same bracket. Alex, Scout Team

The Smurfs - Mission Vileaf
ActionAdventure

The Smurfs - Mission Vileaf

Oct 26, 2021OSome StudioMicroids
GamerScout Says

A licensed platformer that punches well above its weight class, great for a nostalgic co-op afternoon with kids, surprisingly decent solo if you can forgive a fussy camera and a Smurfizer that runs hot.

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About The Smurfs - Mission Vileaf

I went into Mission Vileaf expecting the usual licensed-game shrug, and came out of it mildly impressed, not because it reinvents anything, but because it actually tries. The core hook is the Smurfizer, a backpack device invented by Handy Smurf that functions as your Swiss Army knife for the whole game. You spray it to heal corrupted vegetation, use it as a short-burst jetpack to glide between platforms, trigger a high-speed dash, and pull off a SmurfoSplat ground pound that radiates a healing circle on impact. The Smurfizer also gains a vacuum ability mid-game, letting you suck up enemies and objects in a move that reviewers consistently compared to Luigi's Mansion. That one tool doing so much heavy lifting is both the game's smartest design choice and its most significant limitation. You rotate through four playable Smurfs across the roughly six-hour campaign, Hefty, Brainy, Chef Smurf, and Smurfette, each taking their own chapter through five distinct biomes. Fair warning: the character swaps are purely story-driven. All four handle identically because every ability runs through the Smurfizer, so don't go in expecting class-specific mechanics. The world design does lean into the Smurf scale nicely, though, with oversized mushroom pads to bounce off, trees to climb, and areas that open up as you unlock new Smurfizer upgrades. Collectible resources like wood, mushrooms, and potions can be traded back at the village to upgrade your tank size, dash handling, glide distance, and health, and a handful of hidden items genuinely require a return visit with a later-unlocked ability, which gives completionists a real reason to revisit stages. Where things wobble: the Smurfizer runs on a shared overheat cooldown across all its abilities, which creates awkward moments when you need to glide to a platform immediately after spraying down a patch of corruption. The camera is the bigger recurring headache, it misbehaves often enough to turn some routine jumps into guesswork, and character movement has a floaty acceleration ramp before it reaches full speed that makes precise platforming landings trickier than they should be. A co-op mode exists where a second player controls SAM, a small robot that tosses explosive seeds and assists with healing, though community reception suggests the supporting role feels a bit toothless once the primary Smurf upgrades outpace what SAM can offer. Minor framerate stutters, especially on resource pickup, round out the technical complaints. For the target audience, families with kids around eight and up, or adults carrying Smurfs nostalgia, Mission Vileaf works well enough. Three adjustable difficulty settings let parents dial things to match a younger player, though some reviewers noted the easy setting is still not a total cakewalk. Solo adult players grinding for full collectible completion will find a few solid hours past the main story credits. Anyone hoping for a platformer that challenges a seasoned player will hit the ceiling fast. OSome Studio, the team behind the Asterix and Obelix XXL games, clearly knows how to make a structurally competent licensed platformer, this sits comfortably in that same bracket. Alex, Scout Team

Tags

steam3D PlatformerLicensed IPFamily Co-opCollectible HuntingMetroidvania-liteGadget-Based TraversalShort CampaignCouch Co-op

System Requirements

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Reviews & Ratings

Steam
82%(651)

Game Info

Developer
OSome Studio
Publisher
Microids
Release Date
Oct 26, 2021

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