So-So Bros.

HIGH Snow Bros. finally gets a successor!
LOW Camera controls are severely lacking.
WTF The final gauntlet…
Those with an affinity for spending coins at their local arcade back in the day will certainly rejoice to see likenesses of Nick and Tom (actually, their offspring) in a brand-new Snow Bros. title — it’s been a long wait since the 1990 original! As one of those fans, I was immediately hit by a warm wave of nostalgia upon learning that Wonderland existed.
The original Snow Bros. was a 2D action-platformer featuring co-op play where snowmen avoid baddies before taking them out with well-timed snowballs that roll down platforms and engulf anyone in their path. It had a perfect philosophy, a hefty dose of challenge, and — most importantly — a masterfully designed set of levels.
Fast forward to the end of 2024, and we have Snow Bros. Wonderland, a title that aesthetically continues the theme of two snowmen stopping a villain’s plans to turn the world into a lava land.

Our heroes Nick Jr. and Tom Jr. (sons of the original duo) are now in 3D and possess their parents’ ability to throw an unlimited supply of snowballs into foes, quickly turning them into giant rolling balls. Once that’s accomplished, players can find the best use for these enlarged snowballs, whether it be simply kicking one into other foes, riding it to reach higher elevations, or throwing it like a basketball to hit a distant pressure plate.
Snow Bros. Wonderland is framed like a fairytale and told via short animations that play out between each of its worlds in which we steadily clear out a set of stages and end with a boss fight. Unfortunately, Wonderland‘s setting and approach to storytelling leave a lot to be desired, due in equal parts to the lack of clever plot twists and lack of characterization.
Aside from the titular duo, only Winda – the mandatory “waify-material” character (unlocked as a playable skin at the end of the campaign) makes regular appearances, though not the substantive kind. Also, the aforementioned cutscenes after bosses are presented in a bafflingly meek manner. They’re animated stills where only the characters’ lips move in accordance with voiceover, and nothing interesting happens regardless. I’m not sure why they were even included. However, Snow Bros. has never been about story or worldbuilding, so it’s not that big an issue.

Of course, this leads me to gameplay. Pelting an enemy with snowballs turns the foe into a large snow boulder with a reticule showing which direction the ball would rush if I was to kick it. I was satisfied with this inclusion, as it clearly displays an understanding of the original Snow Bros. mechanics. Being able to track where exactly the ball will roll in a 3D world is essential, and upon giving it the boot, it acted just as I hoped — it does indeed flatten the nearest enemies and eventually sends them off into outer space.
I was curious to see where the devs would take this awesome idea next and how much further they could evolve it, but there was no such luck. What soon dawned on me was that the mechanic of engulfing enemies in snow and using them against their brethren is actually not the core of the Snow Bros. Wonderland experience. Instead, what we have is something more similar to a standard 3D platformer along the lines of the modern Super Mario games. Unfortunately, the content can’t meet that standard, and also suffers from some bewilderingly outdated choices that negate the rose-colored affection I have for the original.
Primarily, proper camera and controls for 3D platformers like Snow Bros. Wonderland are crucial. Nearly thirty-year-old titles like Super Mario 64 and Banjo Kazooie got it right and led the way, but Wonderland’s camera controls are nonexistent. The available view provides an acceptable perspective most of the time, but it’s also prone to letting moving platforms obscure the player’s view.

Also, while I did beat the game, I was never at ease with the finicky platforming and never felt particularly ‘in control’ of anything. Worse was when camera and controls both worked in concert to increase the difficulty — tasking the player with jumping to a platform at the deep end of the screen while level geometry makes gauging the distance a pure guess is not a good experience.
Moreover, there’s a hidden timer present throughout each level. While the original punished players for not being able to defeat all enemies in a given time by spawning an unbeatable reaper-like character, it was perfectly acceptable back then given its 2D nature and the ability to observe the entire screen at once. In contrast, Wonderland features much larger 3D stages whose plains and elevations enjoy overlapping each other, and being cornered by a ‘punishment’ entity like a reaper who can one-shot players who weren’t able to make it through a given course of dastardly jumping challenges quickly enough — well, it’s not exactly cool. (Pun intended.)
Luckily, dying doesn’t carry many negative consequences, as we merely lose a small portion of accumulated currency that’s used to unlock upgrades like being able to run slightly faster or to kick a ball further away than before — all aspects that are mostly helpful, yet Wonderland’s combat won’t be a thorn in anyone’s side, even without them.

Progression-wise, Wonderland introduces new moves (like a mid-air twirl attack reminiscent of a certain Italian plumber) and new types of obstacles with each new biome — things like lighting strikes or floods that limit the player’s movements or trap them, contributing to a palpable spike in difficulty. While none of this sounds bad on paper, what’s readily apparent is Wonderland’s inept execution.
For example, many of the levels task the player with transferring a snowball across significant space while riding on a platform big enough for both of them only if the player were to stand on top of the ball. Since running on top of the ball is a learned skill here, the catch is to get in position while figuring out how to keep the ball frozen during the entire trip. Easier said than done as the character’s weight makes the ball move ever so slightly, immediately causing a fall? Worse, this movement is inconsistent — it sometimes happens but not always. Once the player manages to finally get it done, they’ve likely wasted so much time that the reaper appears, adding insult to injury.
Such a wide range of inconsistencies results in an experience that never feels right — Snow Bros Wonderland is ultimately a game that’s on par with trying to squeeze a marshmallow through a keyhole. Even if one succeeds in doing so, it’s definitely not worth the trouble in the end.
Rating: 5.0 out of 10
Disclosures: This game was developed by TATSUJIN Co., Ltd., Toaplan and Bitwave AB, and published by TATSUJIN Co., Ltd., Clear River Games, Toaplan and Toaplan Co., Ltd. It is available on Switch, PS4/5, and PC. This copy of the game was obtained via publisher and reviewed on the Switch Lite. Approximately 7 hours of play were devoted to the game, and it was completed. The game supports co-op multiplayer for up to four players.
Parents: This game has received an E rating from the ESRB and contains Fantasy Violence. The game features cartoony characters and snow-day aesthetics, while the focus is mostly on platforming challenges rather than combat encounters.
Colorblind Modes: There are no colorblind modes available.
Deaf & Hard of Hearing Gamers: All dialogue in this game is shown via textboxes, so they’re easy to keep track of at all times. All enemy attacks are clearly telegraphed on-screen with enemies signaling when they will strike next and in which general direction. No audio cues are necessary. This game is fully accessible.

Remappable Controls: This game offers a controller diagram and there are two control presets to swap between.

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