Reviews from

in the past


I played this in the background of watching Fallout. Why did I?

just simply boring, BUT it is great for a kid/baby game

O jogo é até que divertido, não esperava muito dele. O gráfico é ok, tive 1 único bug, de resto o jogo é bem flúido e divertido, nada muito memoravel. É bem interessante a questão dos poderes, mas ao mesmo tempo não faz o MINIMO sentido.

Platina rápida e fácil.

Completely whatever game for babies. I've been wanting this game forever because I love Scrat, but I was never paying the price they wanted. Thanks to Humble Bundle for having a Toddler Bundle and I finally got it! Yippee!

I’ve never been so proud to award a game 2 stars / C rank. It looks like garbage, the credits are a minute long, and it is un-ironically some of the most fun I’ve had playing a game this year.

Let me be clear, this is not a blanket endorsement. You should probably not play this. The value I found in this game only elevates it to the level of playable mediocrity. But the context! It’s an Ice Age™ spin-off 3D-platformer on a shoe-string budget! Its mere existence is a travesty, a waste of plastic destined for the discounted (but never discounted enough) back shelf of a rural Walmart gaming section, next to a half-opened Mario amiibo and a Frozen II-branded loofah. It is so absurd that I joked for years if it ever dropped to $5, I would play it for the meme, and what do you know, Sony dropped it as part of their shitty Netflix subscription.

But no joke, Scrat’s Nutty Adventure has my favorite double-jump I’ve encountered in all of 3D gaming.

I’ve been learning recently that I don’t hate nuts, but that my mom made god-awful walnut brownies when I was a kid. Just raw, uncooked giant walnut chunks on top of otherwise normal-ass brownies with some decent frosting. My multi-decade belief that I hated nuts, (all nuts, because my mom threw raw, whole almonds and hazelnuts on all sorts of things they had no business being on), was squarely my mom’s fault for jamming a flavor she liked onto other flavors she liked without understanding how they worked together. It was not the walnuts’ fault, but they took the blame, because they were tangible. They stood out as The Thing I Did Not Like about my Brownie Experience.

But nuts are fine if they are prepared in a recipe that understands how to use their attributes correctly.

This is basically how I feel about double jumps. I have long hated them. There are some games, where as soon as I feel the character jump for the first time, I think, “oh, I’m gonna get a double jump later.” Sometimes it's because the level design gives it away. Sometimes it's because the regular jump feels like an incomplete action. If half the game will be designed for me to need to do the double jump, that will condition my muscle memory to always double jump even when I need a regular jump. And if that’s the case for me, that goes triple for the developers and testers making the game. Why bother fine-tuning the feel of the regular jump if, after a certain point, I’ll only do so on accident? The existence of the double jump renders the regular jump ungraded developer homework.

And frustratingly, that double jump muscle memory will make me worse at the game! I remember as a kid the first time I encountered this in Super Mario Sunshine with that god-awful Hover Nozzle. That was the first time I became aware of how a game’s basic mechanics incentivized me to goblinize movement to absurdity. I was so scared of falling off the edge that I always activated the Hover Nozzle. Even when I could see mid-jump that I would have made the gap with a regular jump. That activating the Hover Nozzle actually made clearing the gap take more time than if I’d done a regular jump. Because activating the Hover Nozzle at the wrong time would either keep or lose momentum from the regular jump, which then required course correction as I tried to hover back to where I would have landed if I hadn’t pressed the Hover Nozzle button in the first place.

Adding to this, Mario could grab onto ledges. So I didn’t need to clear a jump, I could just get close-enough to making a jump. Which meant I didn’t gain precise knowledge of jumping trajectory and timing, but an awareness of the fuzzy “Mario will probably cling onto the ledge and / or land on the ledge” zone.

I saw myself do this. I felt like an idiot watching myself do this. And when the game took away the ability to hover for certain missions, now I sucked! I had no idea where the distance of my jump would take me! My sense of timing, of how long I could hang in the air, it was all wrong! Beating those challenges didn’t make me feel better, it created this weird longing for the Hover Nozzle back, that I felt naked without it - even though I also knew the Hover Nozzle was why I sucked at these Hover Nozzle-less challenges in the first place!

That’s the most extreme example, but the behavior exists in spirit even in games I think have put a lot of effort into their movement systems and level design. Hollow Knight had a solid enough standard jump I didn’t suspect I’d get a double jump until the level geometry told me I would. That double jump was hidden far enough into the game I got pretty adept at regular jumping! But the instant I got that double jump, my idiot brain mashed it like a crutch and promptly forgot all the innate timing I’d mastered for the previously satisfying regular jump.

Because Hollow Knight made the mistake of making the double jump too “fun.” The feeling of flight from pressing the double jump button was immediate, dynamic, weighty, satisfying enough that the temptation to press it smothered other impulses to try controlling my landing position more intelligently. Although coming from the other direction, Hollow Knight still had the same result of me needlessly double jumping all over the place, missing ledges and feeling like an idiot. Hollow Knight’s crushing combat difficulty beat some of that instinct out of me when it mattered, but the implementation of the double jump made the process more tedious than it needed to be.

And with all that preamble, I can now extol the virtues of Scrat. Because in Scrat’s Nutty Adventure, this automatic double jump mania never happened. I always knew when to jump, double jump, or try for a “secret” third jump by tail spin attacking mid-air. Each felt like an equally important, discrete action that I could independently determine the merit of using or not using.

Jumping as Scrat is not immediately “fun” the way that it is in Hollow Knight. Each jump type has start-up lag and end-lag animations that stop the process of jumping from becoming an automatic impulse. If you’re trying to rush through a level with as much speed as possible, you want to jump only the minimum required amount. (And since the levels in Ice Age are ugly as sin, I definitely had that mindset.)

Jumping as Scrat is mostly for covering horizontal distances. The height gained from double-jumping is negligible. Although it is necessary for getting on to some ledges, level geometry typically only requires you to think about the extra distance or the extra height you would gain, but not both at the same time. A gap that would require the double jump to cross will often be at the same starting and ending elevation, while a ledge requiring vertical height will often be in a tight corridor without any gaps to fall down.

Thinking about how clear each intended jump sequence was in Scrat’s Nutty Adventure made me realize how double jumping is often used as a crutch in other games. If you gain enough height from a double jump, and you can control the direction of your fall, then cautious players are rewarded from early double jumps by changing the action from “jumping” to “controlled falling”, which requires less predictive power and less spatial awareness of your character’s capabilities. Scrat, however, barely goes up one body length during the course of a jump, so controlled falling is not really an option. Additionally, his jump animations for the double-jump and tail spin extension are so chaotic that controlled falling is much less reliable. You must properly gauge distance and timing before pressing the jump button, not during or after.

Because Scrat’s jumps are fairly rigid, the geometry is more forgiving. Landing spaces are wide and easily visible. I noticed that the depth of field for the camera is fairly close to Scrat’s body, which helps sell the feeling that he is a small creature in a larger world. An effect of this, compared to Mario games that let the camera zoom out to show off large and beautiful landscapes, is that gauging jump distances actually gets easier. The perspective change of platforms getting closer or farther from the camera’s vanishing point is instinctual, which creates an innate understanding regardless of what the environment looks like. If you can clearly make out the other side of the gap, regular jump. If the other side of the gap looks a little daunting, double jump. If the ledge is so far away that you don’t think you can even get over there, but there are no other platforms in between, then you need to double jump with tail spin extension. But the double jump tail spin extension is only needed for accessing optional collectibles, so your sense of jump or double jump will be nicely honed for finishing the main routes of the campaigns.

It did take me some time with the game to understand its flow and appreciate these elements of its design, because, again, so much of this game is complete ass. Scrat has a health bar and … purple gem meter (?) that are some of the most shovel-ware core of graphics. There is combat, and it is so unsatisfying. Even common beetle enemies take way too many hits to die, with no health bars or any indication as to how close to death they are. Scrat has zero transition frames between his attack animations in his standard combo, and sound design is wildly inconsistent and mushy.

But despite some audio glitches, a couple end-of-world sequences that had me fall through the floor, and some truly terrible font choice and text placement, this game has actual design work in it.

Scrat’s Nutty Adventure makes me think of the Oscars. Who wins best actor? It’s not whoever did the best acting in all of the movies made that year - its whoever did the best acting in a well produced movie with a good script and a good director and a solid cast that didn’t hold the actor back. Its a performance that is tangible, even if it is the result of multiple people doing their job well. Think instead of a performance that appears only mediocre on screen, but had a terrible script, a dead-weight cast, and a wrong-headed director. Summoning that level of mediocrity in such circumstances certainly speaks to a level of acting worthy of consideration.

In that spirit, the level design of Scrat’s Nutty Adventure deserves an award. I have said that the visuals are not appealing more than once, but once I got over the color-less palette, I noticed real care had gone into making every level feel like a place. That level paths through mountains and cliffs wound in such a way where every set of platforming jumps could theoretically be stumbled upon in nature. Ever since the Mario games have gone full abstract nonsense in their platforming environments, it was a nice thing to notice.

Because how much cheaper and easier would it have been to copy paste a few floating platforms and have an Ice Age themed background you couldn’t interact with? Instead of committing to the lived experience of being a small Scrat in an indifferent world?

I got curious and went back to look at some Scrat clips on YouTube, and you know, his janky attack animations are true to the source material! It was a visual joke that he did kung-fu at a lower frame rate than the rest of the movie, because the rest of the Ice Age world was committed to being more grounded. What I’d initially laughed off as cheap game production was actually trying to dig into the essence of the Scrat character!

At the same time, the developers knew no one gave a flying fuck about this project, or Scrat, and I love the decisions they made to go nuts. Magic floating slingshots? Who cares! Telekinesis as an unlockable power-up? Sure, go for it! Not having to get right up to blocks to move blocks for moving-block-puzzles is very kind of you, actually!

There is a player-focused consideration that can be felt as one acclimates to the complete lack of polish. There’s no life system, and although Scrat has a health bar, it is unaffected by missing jumps. I think that takes the pressure off of jumping enough to let one focus on learning how the jumps work. (Hey, maybe the lives system in Super Mario Sunshine was why I was so cautious all the time!) Because although Scrat can’t hold on to ledges, forcing you to clear jumps instead of getting close enough, missing a jump merely brings you back to try again.

Where Scrat’s Nutty Adventure feels like a real conversation with the player is if you endeavor to look for all the pointless collectibles. Some of their hiding places are downright devious. Not since the first Ratchet & Clank have I felt a developer so eager to reward a player for thinking “that looks out of bounds, I’mma try to get over there.” But also, half the time that really is out of bounds and you’ll fall through some level geometry. Which is pretty funny in its own right!

Again, I do not think anyone will find Scrat’s Nutty Adventure as profound as I did. But it was so different from my expectations that it broke me out of a multi-month funk of not enjoying games very much. (I’m still working on the essay for how much that other game broke my spirit, actually!) I’m so happy this years-long personal meme in the making gave me something to latch onto, and also happy I was able to Platinum it in a single day. And of course I used a collectibles guide, because fuck if it deserved more of my time than that.

I will close this out by typing out here, in its entirety, the 18 (!) credited people who made this game. The production company, or even their special thanks section, contained almost as many people! I commend their hard work, for actually trying and giving a fuck, on a project that probably no one but me will ever respect. God’s speed, you glorious bastards.

CEO
Stewart Gilray

CTO
Steven Caslin

Producer
David Schumacher

Design Lead
Rick Payne

Designers
Cameron Chalmers
Dave Price

Programming Lead
Ben Price

Programmers
Joseph Barber
Darren Foster

Art Lead
Mike Engstrom

Artists
Dominic Littler
Charlotte (Eva) Watson
Hajinalka Szanto
Aaron Humphreys

Animation Lead
Billy Allison

Animation
Ed Swain

Quality Assurance
Kieran Forrester

Audio
Allister Brimble


Bonus point for this even existin

senti que a cada 10 minutos minha memoria resetava e eu esquecia o que aconteceu, é a coisa mais blend possivel, mas como um jogo pra entreter criança é decente, e me fez ter nostalgia por esse game design estilo PS2.

what happened to this franchise

Why am I not collecting nuts and screaming. It's the only thing he does in the movie ffs!

If I really wanted to, I think I could beat it, but then again, slamming my head against a wall trying to beat the 9 rounds in Pac-Man so I can get an achievement to platinum the game seems more fulfilling in my opinion.

This game is rough and messy. Graphics aren't that great, movement can feel stiff, and there are just random times where I'll fall through the game map and into an infinite void. Still, this game manages to have an odd charm to it. Just the fact that it's a pretty straightforward licensed platforming game feels oddly nostalgic, mostly due to the fact that games like these feel few and far between. Still, looking past the numerous problems this game has, there's still some things to enjoy about this game. There's just no need to find every collectible and get 100%. You get a big fat heaping help of nothing.

Played this as a joke because it was added onto PS+ the same day as Stray, the game I actually intended to play... I've played worse! This is honestly a solid if unspectacular platformer. Really the worst things about it are that the camera likes to glitch out and you have to listen to Scrat noises for 4 hours... on that note, you don't get ANYTHING good to listen to for the whole game so you might as well just play your own soundtrack. It feels like one of those licensed PS2 era platformers, the kind of game you'd love as a kid with few options for games to play that you revisit 10 years later only to be pleasantly surprised it wasn't horrible. Good job Scrat, I figured I'd have a laugh for a half hour and instead played you to completion, guess I have to truly commit to the bit and get the platinum trophy.

Graphics bad, no realistic designs of the animals who lived during the ice age

Truly a massive disappointment


Not really a good meme game, nor is it as good as older Ice Age titles; it's about as middle of the road as license games come.

Also your reward for finishing the game is Scrat getting someone's thicc furry OC. No I'm not joking look up the ending online.

Esse tava no catalógo da Plus e quis testar, gameplay porca travada pior que os jogos de PS2 e muito lento. Não compensa nem pra criança.

Nada supera a decepção que eu senti quando vi que isso aqui não chega nem aos pés do que eu joguei lá no PS2 quando era pivete

genuinely made me feel like i was about to die. i don't know how much of this was the game or just how i felt at the moment but i nearly passed out.

Jogo me lembrou a época do play 2 onde tinham centenas de games de filmes e desenhos da época.

A 3D platforming game with lots of bugs, getting out of bounds is a common thing if you keep playing the game, it doesn't help the fact that there's secondary paths you may take to find collectibles (which are there for no real reason, since they don't unlock anything at all), and sometimes there's a lot of things that may look like a secondary path, but once you jump onto them, you'll discover they're not programmed and you'll go through them.

The gameplay itself turns repetitive really quick, enemies are there just to be ignored easily, the platforming is easy and there's not a single section that can't be beaten without thinking.

I don't think this game is even worth the time of a 5 year old who loved the Ice Age movies and wants to see more of their favourite characters.

The days of the licensed movie tie in game are long dead, but the days of completely random, absolutely psychotic licensed games are here with Scrat as a shining example. A truly baffling platformer, Scrat just fuckin runs through random places without a care in the world in order to get nuts so he can nut. One of the greatest things about the game is that sometimes Scrat needs to pick up key nuts to progress through locked doors, and unlike every other platformer where picking shit up hinders your abilities and makes you slow as shit, Scrat runs at the same speed AND you have access to all your movement shit. So yeah if you want to shovel pure jank shit into your mouth it would not be a mistake to shovel Scrat's nuts into your mouth.

Played on PS5 via PS Plus
Playtime: 5-6 Hours
Completion Date: August 28, 2022
No Spoilers

Ice Age: Scrat's Nutty Adventure is a 3D Platform/Action game developed by Just Add Water and published by Outright Games.

The game does have a story but it's very light. Scrat, our lovely squirrel finds itself in a strange temple thing and goes to collect 4 Crystal Nuts. That's it, that's the story.

Characters doesn't exist. We have Scrat as the main character but there is no story surrounding it and there is no other character in the game.

The game has 4 areas and 4 levels in each of them, making it 16 levels in total. In every level, there are 3 basic things you do. Platforming, fighting and puzzle solving. Platforming is fine. Double jump is a little weird and there is a roll ability you can end with a jump.

That can be used accessing secret locations but making it work is very hard. The platforming is definitely janky and should have been polished more.

Speaking of polish, the fighting is even worse. There is one basic combo you can do and there is a ground pound. Enemies are very dumb and uninteresting. You mostly fight with bugs.

There is also a ranged option. You can throw normal nuts. And there is AIM assist but of course, it mostly doesn't work. What did you expect?

There are 3 boss fights and to be honest, they are not horrible. As you can expect, they each have a unique mechanic that you have to repeat until the boss dies.

Like I said, there also puzzles. But these are mostly about carrying power cores or finding and throwing nuts at symbols in the correct order. And the interesting this is, the order of the symbols is always the same. That's, ridiculous.

The best sequences of the game are the area ending chase sequences. As usual, Scrat fails to get the crystal nut every time and you need to chase it. In one area, you will fall from a mountain, speeding up or down to get past the obstacles.

In another, you will surf using a nice little ice board. Technical stuff is rough. Graphics are PS2 quality and I think the frame rate is 30? But it feels like it's 20 all the time. Bugs and glitches are a thing as well. A big thing.

Can't believe I am saying this but I got the platinum trophy in the game. In order to get it, you need to complete the game once and then go back for collectibles. You can't get all the collectibles in your first run because every new area comes with a new ability.

Things like double jump and telekinesis. It's an easy and short platinum but that second time was a chore. Even the first time isn't good.

Ice Age: Scrat's Nutty Adventure is a failure in every way. It doesn't have a story or characters, it's short, there is little to no enemy and level variety and it looks and plays like a very bad PS2 game. Don't play it, forget the game right now. It's not worth your time.

nunca será ice age the meltdown

I'm the food critic from Ratatouille when I play this, transported to my childhood where I was playing mediocre movie licensed 3D platformer games on my PS2 like Creature From the Krusty Krab or Chicken Little. Because of this, I ended up enjoying this uninspired cash grab from start to finish even as the game glitched out and sent me into The Void multiple times for standing on a rock wrong.

Scrat's Nutty Adventure feels like a temporally displaced PS2 game in every fabric and stitch of its design, right down to the game using the character from Ice Age that can't really speak so that they save on time writing story dialogue. The camera? Bad! The platforming? Stiff yet finicky! The music? Short and generic orchestral flourishes that turn into 20 minutes of mind-numbing silence. The little gems that are all over the place? Rendered useless halfway through the game! (but unlocks a concept art gallery and by god, I love that Scrat's Nutty Adventure has a concept art gallery) The combat? Button-mashing so that you make enough combos to kill the same bug enemies over and over!

And yet I can't bring myself to hate this game. I have absolutely zero ill will for Scrat and his very limited pool of yells and grunts. Instead I have fun playing what I know is poorly designed, simply because it presses all the right nostalgic buttons in my brain in ways that certain Kickstarter'd indie games have only dreamed of hitting. I don't think this game is good but I respect it, in a world where most movie tie-in games nowadays are lazy Match-3 mobile games that beg for your credit card information.

...it probably helps that I didn't actually spend any money on this game and it came free with my PS Plus subscription, so all praise for this game comes with a little asterisk that says "Note: Probably don't pay more than 10 dollars for this game".

Scrat's Nutty Adventure! It's a PS2 game where, if you play on PS5, some of the ice textures look real nice, and at the end of the game, you get a hot alien gf with a thigh gap. Also one of the trophy images references the late 00's philosoraptor meme and the Ice Age Baby is a collectible.

Reviewed on 01/05/22

I will say this, this nutty adventure really makes you feel like you've gone back in time! Particularly to when licensed games were pretty shitty.

The 8 hour intimate sex scene between Scrat and his acorn wasn't really necessary to the progression of the story but overall pretty good


A fine platformer, but that's really it. Combat is tacked on, having to replay the entire level for collectables is annoying, but overall it's fine.

This is not a good collectathon, nor a good platformer, nor has a good combat system. The ending feeled rushed and the lack of polish is felt all throughout the game. Not a good game overall.

This game was so funny, lots of glitchy-ness but overall a fun time just jumping around as a little guy. The Telekineses power-up was too slow to be fun and the overall programming and design of the game was pretty mediocre, but I enjoyed being able to cheese certain areas because of that. The gameplay was much too repetitive, but the occasional section where it differed was actually really fun. The ending of the game alone puts it up another point in my rating.

Thought it would be like an Ice Age 2: The Meltdown game but it was more like a New Super Scrat Bros so I gave up