There’s something wonderfully uncomplicated about Marsupilami 2: Salsa Palombia. It doesn’t attempt to reinvent the 2D platformer, nor does it need to. I’ll be honest. When this game popped into my inbox I had never heard of it, or the original title. I enjoy 2D platformers though, and so from the first screenshot in the press release it had started to put its claws in. Having since returned and played a small portion of the original game, it’s clear Ocellus Studio has taken the foundations established by 2021’s Marsupilami: Hoobadventure and concentrated on making the moment-to-moment platforming as enjoyable as possible.
At the heart of the game are three playable Marsupilamis: Hope, Twister and Punch. Rather than simply offering cosmetic differences, each has a distinct ability that affects how you approach the environments. Hope’s extra jumping ability makes her particularly useful for reaching elevated areas, Twister can propel himself through the air and glide across gaps, while Punch can curl into a ball, allowing him to bounce across hazards and interact with obstacles in ways the others cannot.
The clever part is that you don’t have unrestricted access to all three at once. Levels give you a specific pair, with the ability to switch between them almost instantly, or play via couch co-op. This makes the character system feel less like a gimmick and more like an integral part of the level design. Obstacles, collectables and alternate routes are frequently constructed around the abilities available to you, encouraging you to think about which character should tackle a particular situation rather than simply running and jumping your way through.
That level design is arguably the game’s greatest strength. Salsa Palombia continually introduces new scenarios without allowing its core mechanics to become stale. One moment you’re navigating traditional platforming sections, while the next you’re dealing with moving hazards, collapsing environments, icy surfaces or fast-paced sequences that demand quick reactions. There is a satisfying balance between accessibility and challenge, particularly for players who enjoy going back through stages to find everything they’ve missed.
Collectables and optional challenges give the campaign additional longevity. Music notes and fruit encourage exploration, while hidden challenge areas provide short, focused tests of your platforming skills. The Salsa Mode stages are particularly enjoyable, transforming familiar levels into fast-paced time-based runs where maintaining momentum becomes the objective.
The presentation was a real highlight for me too. The four main worlds offer plenty of visual variety, moving from lush jungle environments to more urban surroundings, wintry locations and stranger, more theatrical settings while the character animation is full of personality. It may not be pushing the technical boundaries of modern hardware, but the game is vibrant throughout, reminding me of Rayman at times.
The soundtrack deserves special praise. Music is woven directly into the game’s identity, with different areas and encounters adopting distinct styles. The energetic score complements the fast platforming particularly well and gives the adventure considerably more character than its relatively simple story might suggest.
There are a few areas where Salsa Palombia falls short of greatness. The campaign isn’t especially lengthy, and some players may wish there were more worlds to explore. Punch can also feel less natural to control than the other two characters, particularly when his bouncing mechanics are introduced. The boss encounters are fun, but do lack the same clever integration of mechanics found in the regular stages.
Those shortcomings are relatively minor, though. Marsupilami 2: Salsa Palombia understands what makes a good platformer work: responsive controls, inventive obstacles, rewarding exploration and levels that steadily build on the abilities you’ve been given. If you are looking for that next 2D platforming fix, then look no further. I can’t wait to see what the developer has in store for us next!
Mark


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