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BoxBoy! + BoxGirl! Review: HAL Laboratory’s 270-Level Puzzle Masterclass

BoxBoy! + BoxGirl! brings 270 levels and a first-ever co-op campaign to Nintendo Switch, and HAL Laboratory's box-puzzle formula still earns its keep.

By mitch·4 min read
A small box-man splits into many copies while a girl made of boxes stacks herself upon a bright puzzle world.

BoxBoy! + BoxGirl! is the fourth game in HAL Laboratory’s puzzle series and the first that never touches a 3DS. It came to the Nintendo Switch through the Nintendo eShop on April 26, 2019, with 270 levels — more than any BoxBoy! game before it.

That number is the headline. It is also why the game’s difficulty has become the thing people argue about.

Qbby builds a chain of boxes

The core mechanic has not moved. Qbby generates a chain of boxes to cross gaps, block hazards, press switches and reach the end of a level. Each level caps how many boxes you can make at once, so the puzzle is never whether you can build. It is how few boxes you can get away with.

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Boxes can be placed down, held out, or retracted. That small set of verbs is the whole game, and HAL Laboratory has now spent four titles finding new ways to squeeze levels out of it.

The single-player campaign is called “A Tale for One.” Levels are grouped into worlds, each themed around different obstacles and abilities. The structure is familiar. The execution is not tired.

A Tale for Two changes the math

For the first time in the series, BoxBoy! + BoxGirl! ships with a two-player campaign, “A Tale for Two.” One player controls Qbby, the other controls Qucy, and both have to work together to finish a level.

The box limit applies to each player separately. That sounds like a small rule change. It is not. Puzzles in this mode are built around cooperation, and the levels ask for timing and positioning a single player cannot fake.

You can still play “A Tale for Two” alone by switching back and forth between Qbby and Qucy. It works. It is also clearly the lesser way to play it, and the game knows it.

Qudy rotates the boxes sideways

Finish the game and a third campaign opens: “A Tall Tale.” You control Qudy, a rectangular character who can rotate horizontally and vertically.

Qudy’s boxes are long and rectangular, not square. The puzzles in “A Tall Tale” are built specifically around that shape, which means the campaign is not a victory lap. It is a different game wearing the same clothes.

“The fan-favorite puzzle series is back for the first time on Nintendo Switch with a brand new game!”

That is Nintendo’s own line on the release, and it undersells the part that matters. The Switch is not just a new screen for old puzzles. The co-op mode is the actual new idea here.

Crowns pay for the challenge stages

Every level hides collectible crowns. Collect them and you earn medals. Medals buy cosmetics, power-ups and challenge stages. You can also earn medals by finishing a level using a limited number of boxes.

This is the quiet genius of the structure. The box limit was always a constraint. BoxBoy! + BoxGirl! turns it into a currency. The player who solves a level is not done. The player who solves it efficiently is the one who gets paid.

It also gives the game a second difficulty curve that has nothing to do with the first one. You can finish a level and feel fine. You can finish it with boxes to spare and feel like you actually understood it.

Where the 270 levels split

The complaint that has followed this game is that its difficulty is uneven. That is a fair read of 270 levels spread across three campaigns. Some worlds click. Some worlds grind. The co-op campaign is the most demanding of the three, and it is also the one most likely to be played by two people who are not equally good at it.

But the split is not a flaw in the design. It is the design. BoxBoy! + BoxGirl! is a game about doing more with less, and it keeps raising the price of that lesson. The player who breezes through “A Tale for One” will hit a wall in “A Tall Tale,” because Qudy’s rectangular boxes break the muscle memory the first two campaigns spent hours building.

That is not padding. That is a series refusing to repeat itself.

What the score is actually measuring

BoxBoy! + BoxGirl! is the best argument yet that HAL Laboratory understands what makes this series work. The 270 levels are not a content dump. They are three distinct campaigns, each with its own character, its own box shape and its own idea of what a puzzle should cost you. The co-op mode is the first genuine addition to the formula in four games, and it earns its place.

The difficulty will lose some players. That is the trade. What you get in return is a puzzle game that trusts you to figure out how little you need, and then charges you medals for the privilege.

KEY FACTS BOX

  • Title: BoxBoy! + BoxGirl!
  • Developer: HAL Laboratory
  • Publisher: Nintendo
  • Platform: Nintendo Switch
  • Release date: April 26, 2019
  • Levels: 270 across three campaigns
  • Campaigns: “A Tale for One,” “A Tale for Two,” “A Tall Tale”
  • Modes: Single player, co-operative
  • Genre: Puzzle platform
  • Critic aggregate: 8.2/10 (IGDB, 6 outlets)
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