Choosing between the two games will depend entirely on personal preference, where a person would have to choose between something that is aesthetically pleasing but more cartoonish or something that is more realistic yet has a darker overall appearance. Subway Surfer, on the other hand, is more cartoonish with brighter colors and a focus towards making the game look smoother and more “game-like” as compared to the more realistic depiction show in Temple Run. Temple Run follows a more realistic style of level depiction where the game developers attempted to really showcase how a crumbling temple with deteriorating walls would look like (Chehimi, Fadi, and Edwards 21).
Graphicsīoth games have widely divergent graphics by virtue of the theme that they follow.
On the other hand, the pace of the game seems to be faster than what can be seen in Temple Run, but this is offset by the fact that the controls are easier to use. This makes the gameplay far easier to follow since the choice of the player is more easily done between the three tracks on the road. Subway Surfer follows the same mechanic however, instead of twists and turns, the character goes along a straight track.
The gameplay is relatively easy except the twists and turns that the character makes means that players need to be concentrating more on timing exactly when the character is supposed to turn, otherwise the monster that is chasing after them will catch up to them rather quickly. This is in part due to the theme of the goal wherein you are supposed to be exploring the ruins while attempting to avoid the creature that is chasing you at the same time. While the character does go on a single path, the path keeps on changing directions and doesn’t seem to go straight at all. Temple Run focuses more on twists and turns when it comes to the use of movement. The main difference between the two is how they choose to implement this type of mechanic (Parker, Cox and Thompson 168). The motion is continuous, with the player having to make choices involving leaping, ducking, or turning left or right. Body Paragraphs Ease of Gameplayīoth Temple Run and Subway Surfer follow the same basic principles when it comes to the progress of their character in the game world. Temple Run seems to be a better game when compared to Subway Surfer due to more interesting levels, more realistic graphics, and better implementation of progressive difficulty. In order to judge which game is better, the following criteria have been chosen as a means of evaluation: There are also power-ups available that enable your character to fly or collect gold tokens at a faster rate than normal. Obstacles in the game come in the form of parked or moving trains that your character can either dodge or go over. While running away, you encounter an assortment of gold coins that contribute towards your overall score. Subway Surfer, on the other hand, takes place along railroad tracks where the character you control has to outrun and evade the gatekeeper that is after them. Your character also happens to gain special “powers” in the form of crystals or objects that they encounter, which helps to increase your speed, ability to collect tokens, etc. Points are based on distance and accumulated tokens in the game. The gameplay mechanic involves you outrunning the monster while leaping, sliding, and going around obstacles. The background of the game is the temple grounds, which are shown to be crumbling with fallen walls, columns, and other obstacles in the path of your character. The “backstory” of Temple Run is that you are an adventurer who is exploring a massive temple when all of a sudden, you are chased by a monster who apparently resides in the area. People basically play the game in order to prove that they can reach a particular level or gain a certain number of points. While it may seem silly, the basis of the popularity of both Temple Run and Subway Surfer are the points that you accumulate, which you can show to your friends or through the game leader board. At this point, the game ends, and there is no feasible way you can return to the point that you were defeated unless you utilize one of the limited revive options that you gain.