Setting Out: Why Alto's Adventure Is Worth Your Time

I’m gliding down the mountain, just about to hit full speed. I feel the snow carving under my board, while gravity propels me downward through the lush white of the forest. I spy a strikingly beautiful sunset beyond the neighboring mountain, but I have little time to admire it as I barrel toward a ramp in the slope. If I time my jump right, I just might be able to pull off that double backflip. I speed up as the jump approaches, a flock of birds scatters out of my path. I hold my breath as I hit the jump and fly off into the abyss. Coming down brings with it a calming silence as I nail the double backflip and stick the landing.

I’ve never been on a snowboard in my life, but I imagine the feeling of zen-like tension that I get from playing Alto’s Adventure is an accurate approximation – albeit a minute one – of the exhilarating feeling one gets from being on the slopes. A skilled skier, runner, surfer, or racecar driver might also understand the feeling. Alto’s Adventure is an endless runner of sorts created by developer Snowman that released on February 19th for iOS.

Photo courtesy altosadventure.com

Alto’s Adventure is not what you might have expected from my description above. It’s not a complex snowboarding simulator for next-gen systems, nor is it an arcade style, trick fest. Alto’s Adventure is neither of those things, but it is exactly what the developer wanted it to be – a stylized, trance-inducing ride. “As snowboarders ourselves, we weren’t satisfied with any of the snowboarding games in the App Store,” wrote Director Ryan Cash on the company’s blog. “We wanted to capture the essence of snowboarding. That feeling of a great flow. Something fluid, fun, and natural feeling. That feeling you get when it’s just you against the mountain, alone in nature.”

In my conversations with Cash, I get the sense that he’s a very methodical, detail-oriented creator. Snowman started in 2012 and made its name releasing productivity apps for mobile platforms, such as the surprisingly successful Checkmark, an alternative to Apple’s Reminders app. He seems like the kind of person who would make productivity apps – a hard-working, well organized, businessman with an appreciation for style.
However, when it comes to game design, he recognizes that games can’t be built from a purely logical, right brain perspective. “With a productivity app, there’s a specific task you’re trying to achieve, so it’s more concrete.” He tells me via email. “You have to figure out the best way to do it, while making something pleasing to use, etc. With a game, it has to be fun. That’s probably the hardest challenge in making a game… Games are a lot more creative though, and a lot more fun to make.”

The team was inspired by Ustwo’s Monument Valley to price Alto’s Adventure at a premium of $1.99 as opposed to utilizing the freemium model that’s so popular with mobile developers. The game currently hosts around 132 thousand users on Game Center. Numbers don’t seem to bother Cash, as he seems far more concerned with having made a great game than squeezing as much revenue out of it as possible. “There’s no doubt that we would make more money if we added in-app purchases, like coin packs, or silly hats, and that kind of stuff, but those kinds of things never sat well with us. If we ever add any in-app purchases, it’ll be in the same vain as Monument Valley’s ‘Forgotten Shores’".

Photo courtesy itunes.apple.com

It’s unusual to see games releasing at premium price points on mobile right now. Even widely acclaimed mobile games like Crossy Road have utilized a free-to-play approach that can be highly lucrative, but often at the expense of the original vision for the game. Cash insists that Alto’s Adventure is remarkably close to their original concept design, despite the fact that it seems like the game was on the cusp of being free-to-play, with unlockable characters and skills that could’ve easily acted as purchasable items. Cash insists otherwise, however. “Honestly, not much [has changed]. Not much at all actually. When we started out sketching ideas, they were essentially the same things you’re seeing in the game today. There were additions along the way, but the core concept never really changed.” 

The team wanted to create a game with its own unique style that evoked the feeling of setting off on a solitary adventure. Cash cites the film Into the Wild as influence. The film follows a young man who leaves civilization to survive solely on nature in an attempt to find meaning in his life. That may seem strange for an endless snowboarding game, but the comparison makes sense when you’re whooshing through a serene portion of the forest and it’s just you, the birds and the tall pines in the dark of the mountain. By committing to a premium model, Snowman was able to achieve those types of moments exactly as they had envisioned.

Yet, what makes Alto’s Adventure special, and the reason I’m writing about it now, is that after playing it for three weeks straight and unlocking almost everything the game has to offer, I’m still playing it. It’s beautiful and artistic sure, but Cash understands that a game needs more to find success with any consumer base, let alone the notoriously fickle app store audience. “It can’t just be fun for a minute… it has to keep drawing players back into it, otherwise they’ll just play something else instead, especially with a ton of great free games available at their fingertips.”

I’m not a prolific mobile gamer. I prefer to play on console; games like Journey and The Last of Us are my bread and butter – the former, from which Alto’s Adventure borrowed some very clear inspiration. It feels more like a console product – a refined, specific experience designed to elicit a certain emotion. Alto’s Adventure does that remarkably well. Despite a simplistic trick system that initially seems too restrictive, the game eventually becomes a complex ballet of backflips, speed boosts, jumps, and grinds that defies its accessible controls; tap and hold the screen to backflip. That’s it. Somehow, the team at Snowman devised over 50 levels of goals for players to achieve. After roughly twenty hours with the game, I’ve only reached level 42. If you can appreciate the game’s subtle systems and zen-like energy, it’s more than worth its asking price.

So what’s next for Snowman? Cash isn’t saying. Alto hasn’t seen release on Android platforms yet, and Cash isn’t committing to anything, responding to my inquiry with, “Nothing to announce, but the demand is definitely on our radar.” And as for future games? His passion for the medium is clear, and I get the sense that Cash has hit a turning point in his career where he’s realized the potential and excitement of game development. Let’s hope that whatever Snowman does next is as inspired and exciting as Alto’s Adventure.

Alto’s Adventure is out now on the iOS App Store for $1.99. As you might have guessed, I highly recommend it. 

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