Spookily, it's a year almost to the day since I wrote about Joe Danger Touch for this very site, and much of what I said then still applies to this follow-up. Like its predecessor, Infinity is a giddy, colourful joy of a game, a collection of brilliantly designed, hazard-strewn gauntlets which the eponymous stuntman - along with a collection of unlockable characters - automatically speeds through, as you tap and swipe to prompt him into endos, wheelies, backflips and several other tricks. If you liked that game a lot, as I did, I'm confident you will get on with this famously.
But why exactly is Joe Danger such a joy to play on a touchscreen format? I've been pondering this for a little while, and I think the best way I can explain it is thus:
Touch controls can be pretty great for certain types of games. Games like Device 6, The Room 2 and Ridiculous Fishing benefit enormously from being developed primarily for such devices. But when I play certain other types of games on my iPad mini or my Android phone, I wish I was playing them with a proper d-pad - or analogue stick, in some cases - and buttons. This may be because I'm awful and old, and I've grown so accustomed to traditional controls that the very concept of virtual thumbsticks and circular tap points as a replacement feels horribly wrong somehow. The very highest praise I can offer to Joe Danger Infinity, then, is that it makes me miss buttons less than almost any other touchscreen game.