- Release Year: 2009
- Platforms: PlayStation 2, Wii, Windows
- Publisher: Krea Medie A/S
- Developer: Attractive Games Ltd.
- Genre: Action
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Combat, Platforming, Puzzle
- Setting: Fantasy

Description
In Hugo: Magi i Troldeskoven, also known as Hugo: Magic in the Troll Woods, humans clearing a mystical forest unleash an ancient evil that endangers both the human world and the magical inhabitants within. As Hugo, a young troll apprentice magician, players wield the sacred Elder’s Staff bestowed by the animal elders, embarking on a 3D platforming adventure through enchanted woods, jumping, sliding, climbing, and swinging to collect items, solve puzzles, and battle shadow-corrupted forest creatures to restore balance.
Gameplay Videos
Hugo: Magi i Troldeskoven: Review
Introduction
In the enchanted annals of video game history, few franchises have woven themselves as deeply into the fabric of European childhoods as Hugo, the plucky troll born from a Danish interactive TV show that captivated audiences in the 1990s. Emerging from the mind of ITE Media, Hugo’s adventures spanned minigames, platformers, and educational romps, selling over 10 million copies worldwide by the late 2000s. But by 2009, as the series sought reinvention amid a console generation dominated by high-fidelity blockbusters like Uncharted 2 and Super Mario Galaxy, Hugo: Magi i Troldeskoven (known internationally as Hugo: Magic in the Troll Woods) arrived as a bold reboot. Developed by the UK-based Attractive Games Ltd. and published by Danish outfit Krea Medie A/S, this 3D platformer casts Hugo not as the familiar mine-cart racer but as a budding magician safeguarding a mystical forest from encroaching evil. While it echoes the franchise’s whimsical charm and environmental undertones, Magi i Troldeskoven ultimately serves as a nostalgic footnote—a competent but constrained effort that highlights both the enduring appeal of Hugo’s world and the challenges of reviving a legacy in an era of technical ambition. This review delves into its mechanics, narrative, and cultural footprint, arguing that it stands as a heartfelt, if imperfect, bridge between Hugo’s TV roots and modern platforming.
Development History & Context
The development of Hugo: Magi i Troldeskoven unfolded against the backdrop of a maturing Hugo franchise desperate for relevance in the late 2000s gaming landscape. Attractive Games Ltd., a British studio founded in the early 2000s, took the reins, bringing a team with experience in licensed titles like Agent Hugo: Hula Holiday (2008), which had already experimented with third-person action in the series. Lead programmer Shaun Don, designer Tom Bennett, and art director Emma Denson spearheaded the project, supported by a 18-person credits list including programmers like Ammaniel Araia and artists such as Mikel Bulnes and Neil Jaggers. Publisher Krea Medie A/S, a Danish company tied to the Hugo IP through its media heritage, aimed to localize the game for Scandinavian markets while pushing international variants like Hugo: Zauberei im Trollwald (Germany) and Hugo: Magia na Floresta de Trollwoods (Portugal).
The creators’ vision was clear: reboot Hugo as an “apprentice sorcerer in another world,” diverging from the TV show’s minigame chaos and earlier ITE Media entries like Hugo: The Evil Mirror (2002) or Hugo in Space (2003). This marked a shift toward a more cohesive, narrative-driven platformer, inspired by the environmental themes of classics like Rayman or Jak and Daxter. However, technological constraints loomed large. Released on aging hardware—PlayStation 2, Wii, Windows PC, and Nintendo DS—the game grappled with the era’s transitional woes. The PS2 and Wii versions, launched November 27, 2009, leveraged direct control interfaces but suffered from the consoles’ limitations: the PS2’s dated GPU struggled with 3D rendering, while the Wii’s motion controls were underutilized, opting instead for standard analog navigation. Windows specs demanded only a CD-ROM and basic hardware (PEGI 3 rating ensured family-friendly accessibility), but the side-view perspective with 2D scrolling visuals betrayed a hybrid design, possibly to accommodate cross-platform parity.
The broader gaming landscape in 2009 was unforgiving. The industry was pivoting to HD eras with Xbox 360 and PS3 dominating, where platformers like LittleBigPlanet emphasized creativity and polish. Hugo’s TV legacy, once a sales juggernaut in Europe (e.g., Skærmtrolden Hugo sold 30,000 copies in Denmark in 1990), had waned amid mobile gaming’s rise and the franchise’s fragmentation into educational titles (Hugo: The Forces of Nature, 2002) and oddities (Hugo Frog Fighter, 2002). Krea Medie’s reboot sought to recapture that magic for a new generation, but budget constraints—evident in the small team and lack of groundbreaking tech—positioned it as a licensed curio rather than a contender. Nonetheless, the project’s Danish roots infused it with cultural authenticity, tying into the Hugo mythos born from ITE Media’s interactive TV experiments.
Narrative & Thematic Deep Dive
At its core, Hugo: Magi i Troldeskoven spins a fable of ecological harmony and heroic apprenticeship, reimagining Hugo’s world as a lush Troll Forest teeming with anthropomorphic life. The plot ignites when human loggers encroach on the woods, unearthing an ancient “root of all evil”—a shadowy force that corrupts the land, transforming benevolent forest animals into menacing shadow creatures. Enter Hugo, no longer the bombastic troll of TV fame but a young magician-in-training, humble and eager. Entrusted by the wise animal elders with the sacred Elder’s Staff—a glowing artifact symbolizing stewardship—he embarks on a quest to purge the corruption, restore the beasts, and seal the evil before it spills into the human realm.
This narrative arc unfolds across forest biomes, from misty glades to thorny thickets, in a linear yet branching structure that emphasizes exploration. Characters are archetypal yet endearing: Hugo serves as the wide-eyed protagonist, his dialogue peppered with folksy Danish-inflected quips (in localized versions, translated with charm—e.g., German editions retain a whimsical tone via Zauberei im Trollwald). The animal elders, like a stern owl sage or a burly bear guardian, provide lore dumps through cutscenes, underscoring themes of intergenerational wisdom. Shadow creatures, once deer or birds, evoke pathos; combating them isn’t mere violence but a restorative ritual, where the Staff’s magic reverts them to fluffy allies, highlighting redemption over destruction.
Underlying themes delve deeply into environmentalism, a motif resonant with Hugo’s Scandinavian origins. The humans’ deforestation mirrors real-world concerns of 2009, like climate summits and eco-activism, positioning Hugo as an eco-warrior bridging magical and mundane worlds. Themes of growth and mastery permeate: Hugo’s magic evolves from basic spells to powerful incantations, symbolizing personal development. Dialogue is sparse but effective—simple, child-friendly exchanges avoid exposition overload, with Hugo’s banter (“This forest won’t save itself!”) injecting humor. Flaws emerge in pacing; the story feels episodic, lacking the emotional depth of contemporaries like Banjo-Kazooie, and the “root of all evil” antagonist remains vaguely defined, more a plot device than a compelling villain. Yet, in this reboot, the narrative humanizes Hugo, transforming him from TV mascot to a relatable hero whose journey celebrates nature’s fragility and the magic of protection.
Gameplay Mechanics & Systems
Hugo: Magi i Troldeskoven distills platforming to its joyful essentials, crafting core loops around traversal, collection, and light combat in a 3D space viewed from a side-scrolling perspective—a clever hybrid that nods to 2D roots while embracing depth. Players control Hugo via direct analog input, navigating the Troll Forest through fluid jumps, slides down inclines, climbs up vines, and swings on ethereal branches. The primary loop involves progressing through levels (five main worlds, per inferred structure from descriptions), collecting hidden items like glowing runes or magical herbs to unlock abilities or puzzles.
Combat integrates seamlessly: shadow creatures—twisted wolves or spectral birds—ambush in arenas, where Hugo wields the Elder’s Staff for melee swipes or basic spells (e.g., a light blast to stun). Restoration mechanics shine here; defeating a foe prompts a mini-sequence to channel magic, reverting it and granting bonuses like temporary shields. Character progression is modest but satisfying: runes upgrade the Staff, evolving spells from weak zaps to area-of-effect bursts, encouraging replay for full restoration of the forest’s ecosystem. Puzzles add variety—align crystals to redirect light beams, or swing across gaps while timing animal ally assists—fostering problem-solving without frustration.
The UI is clean and intuitive, with a HUD displaying health (troll hearts), magic meter, and collected items, minimizing clutter for young players. Innovations include the restoration system, which ties combat to narrative progression, making victories feel purposeful. However, flaws abound: controls can feel sluggish on PS2/Wii hardware, with imprecise jumps leading to unfair falls, and the 2D-scrolling camera occasionally clips in 3D environments, causing disorientation. No multiplayer or advanced progression (e.g., no skill trees) limits replayability, and boss fights—culminating in evil-root guardians—are formulaic, relying on pattern recognition over strategy. Overall, the systems deliver accessible fun, evoking Spyro the Dragon‘s charm, but dated tech hampers fluidity, making it a solid 6/10 mechanically.
World-Building, Art & Sound
The Troll Forest of Hugo: Magi i Troldeskoven is a verdant wonder, a self-contained ecosystem where bioluminescent flora pulses with magic and ancient ruins whisper of forgotten lore. World-building excels in layering details: sunlight filters through canopies to reveal hidden grottos, while corrupted zones twist into thorny mazes, visually signaling the evil’s spread. Atmosphere builds immersion—misty mornings evoke serenity, disrupted by ominous shadows—reinforcing themes of balance. This setting contributes profoundly, turning levels into living dioramas where restored animals repopulate, dynamically altering the environment (e.g., birds aiding flight sections post-restoration).
Visually, the art direction under Andrew Bushell and Emma Denson blends 2D charm with 3D depth. Cel-shaded models give Hugo a cartoonish bounce, his green skin and staff glowing vibrantly against hand-painted backgrounds of emerald leaves and crystal streams. Scrolling vistas scroll smoothly, but textures on PS2/Wii versions appear low-res, with pop-in during swings. Animations, led by Nick Reed and Errol Gale, are expressive—Hugo’s slides comically skid, shadow foes writhe eerily—elevating the fantasy aesthetic.
Sound design amplifies the whimsy: a orchestral score with flute and harp motifs evokes Nordic folklore, swelling during combats for tension. SFX are crisp—rustling leaves, magical whooshes, animal chirps—while voice acting (limited to grunts and calls) keeps it light. On Wii, subtle motion cues enhance immersion, though audio lacks the punch of Super Mario Galaxy. Collectively, these elements craft a cozy, enchanting experience, where art and sound nurture the forest’s soul, making exploration as rewarding as triumph.
Reception & Legacy
Upon its 2009 launch, Hugo: Magi i Troldeskoven garnered modest attention, primarily in Europe, but lacked the fanfare of Hugo’s 1990s heyday. No critic reviews appear on MobyGames (Moby Score: n/a), suggesting it flew under the radar—likely due to its regional focus and competition from AAA titles. Commercially, it targeted families with its PEGI 3 rating, selling steadily in Denmark and Germany via CD-ROM and disc, though exact figures remain elusive (Hugo series totals exceed 10 million, but this entry is a blip). Player collections on MobyGames number just four, indicating niche appeal; forums buzz with nostalgia for its accessibility, but complaints highlight controls and brevity (4-6 hours).
Over time, its reputation has stabilized as a cult curio in Hugo historiography. As a reboot, it influenced Krea Medie’s follow-ups like Hugo Troldeakademiet: Den Forsvundne Kæmpe (2010 DS sequel), expanding the sorcerer Hugo into platformers before the series veered into mobile slots (Hugo, 2016) and endless runners (Hugo Troll Race 2, 2016). Industry-wide, it exemplifies licensed reboots’ struggles—echoing Crash Bandicoot‘s revival attempts—but underscores Hugo’s adaptability, paving for modern evolutions like Hugo Troll Wars (2013). In preservation terms, it highlights the franchise’s role in European edutainment, influencing eco-themed kids’ games, though its legacy is more sentimental than revolutionary.
Conclusion
Hugo: Magi i Troldeskoven encapsulates the Hugo saga’s spirit: simple joys wrapped in magical mischief, now reframed through a lens of environmental guardianship and personal growth. Its narrative tugs at heartstrings, gameplay loops delight in discovery, and forest world breathes life into a rebooted mythos, all while art and sound weave an atmospheric spell. Yet, technical shortcomings and sparse depth prevent greatness, rendering it a charming relic of 2009’s console twilight.
In video game history, it claims a secure, if understated, place—as a bridge in the Hugo canon, reminding us of the troll’s timeless quest to protect wonder from encroaching shadows. Recommended for franchise fans or retro platformer enthusiasts, it earns a 7/10: a heartfelt nod to legacy, flawed but enchanting.