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Get-A-Grip Chip Review

For full disclosure I was given a copy of this game from a friend who worked on this one. But that doesn’t sway my opinion on it, and I was not monetarily compensated for writing this review. All thoughts presented here are my own.

It’s been a while since I’ve been able to sit down and write a review. Hours at my regular job have been consistently high, and while things haven’t changed much in terms of the number of them I’ve been pulling, my schedule has been inconsistent. So I’ve focused more on getting some streaming in at night as playing games has always helped me decompress and talking to people who may hop in is usually a good experience.

PROS: Character design. Level design. Controls. Mechanics. Soundtrack.

CONS: A couple of cheap moments.

DON’T: Mistake this for a F2P mobile game port.

One of those games I streamed recently was Get-A-Grip Chip, an interesting game on Steam where you play as a robot who has to look for batteries using a magnet. It was given to me by a friend who did some of the work on it. It’s pretty fun. “Looking for batteries with a magnet? That’s supposed to be fun?” I can hear some of you asking. Well as simple as that sentence was, it’s a more complex idea with a lot of little ideas packed inside of that idea.

I’m told, that early on while working on something else, the team at Redstart Interactive found one really fun feature they had implemented, a grappling mechanic. They spent so much time on tweaking, and experimenting with it that they ended up building an entirely new game out of it. This game is ultimately what that game became. That story reminds me a lot of how a lot of Nintendo development stories go, start with something fun, then build the game, the world, the characters, and story around that. It works for Nintendo regularly, and it honestly does work here.

At first glance you might not see it. Visually, it has the crisp, flat, cut-out tones of something you might find on your cousin’s iPad. And what I mean by that is not the quality of the artwork, sprites, or character designs. All of these are very good with a blend of color depth and detail you might see in a South Park episode. Simply, that the way it is displayed could be perceived as a mobile title due to many of them having a similar look at first glance. That said, the world, the characters, and overall artwork is really good. And you’ll find a wide variety of different settings and environments in this factory as you play through this game. There are a few cutscenes in the game and these seem to have a more animatic vibe, animating a couple of frames to give you a sense of what is happening rather than a full-fledged FMV or animation. It’s something I’ve seen in many games lately even bigger ones. Monster Prom does it, Even Street Fighter V does it with its character story ladders.

Speaking of story, the one we are given here is that a company called RoboCo Manufacturing is making robots. Something I think is probably obvious. What isn’t obvious are the lack of failsafe measures. Because an accident happens on the line, a giant gear gets embedded in one of the manufacturing robots and this causes its programming to go haywire. This in turn causes the machine to go proverbially insane and begin blasting everything with death beams. One seemingly sentient robot named Chip needs to escape, but not before saving the ever so cute, also seemingly sentient batteries who look like Duracell gone Chibi.

Anyway, Chip has very limited mobility. He can move left, or right. In some cases up, or down. But 90 percent of the time left or right are your options. But Chip also has a magnet you can shoot short distances to latch onto things allowing you to swing around like Bionic Commando. The comparison to Capcom’s classic arcade game, its many home ports, NES pseudo-spinoff and even the newer ones that came out in the days of the 360 are appropos.

Because a lot like that series, this one will focus an awful lot on swinging around. Rivets, hanging rebar, there will always be something you’ll have to latch onto. Now while Bionic Commando focused on combat being an action game, this one goes more for mascot platforming. I was reminded of a number of them. Kirby came to mind because of the exploration element. While this is often far more challenging than Kirby, you still are going to be looking at ways to find creative solutions to seemingly complex problems. And some of them will not be so much seemingly complex problems as they are actually complex problems.

On the easier side of the scale, figuring out where the hidden batteries you need to save are is usually as simple as looking for a misshapen piece of wall. Or a sliver of a rivet just peeking into view. Actually getting to some of these batteries is quite a different story. Sometimes, sure, you can just roll behind a slightly off center looking wall and rescue your Rayovac friend. Often times, these paths will lead to new and far more challenging means to rescuing the battery in question. If and when you do successfully save a battery, you’re not in the clear because you still have to get them to the next checkpoint. When you do save one, the HUD will come up on the screen, and in the top left you’ll see a battery count. Each stage has ten batteries to save.

Now while you don’t have to save every battery to clear a level you do need to find so many of them to truly get further in the game. There are five floors, represented by levels of the building currently in the process of being destroyed. Each of the floors has five stages and a boss battle, each of which have the aforementioned batteries hidden within. Save enough batteries and you’ll unlock the next boss battle. It’s something that along with some of the boss battles, reminded me of Giana Sisters Twisted Dreams. In that game, you need to collect so many gems on your first run to unlock future stages, and also like that game there are sections where some grave danger initiates an auto scrolling section. The boss battles here are often like those sections in Giana Sisters Twisted Dreams. A wall of lava, acid, or other nefarious substance will follow you forcing you to rush through as fast as possible without perishing.

Doing that in of itself can be pretty daunting especially considering you have to do all of this by grappling. Doing all of that, and getting all of the batteries requires some Godlike reflexes and quick witted thinking on your feet. It is here, that I also really have to commend the games’ level designs. They all have a great blend of thinking fast to solve problems, and also trying to execute things, and discerning patterns as fast as possible. It really does lend itself well to speed running. But it also doesn’t really feel unfair except in maybe one or two instances where the game drops an unexpected enemy or obstacle your way. The game controls fairly well too with the WASD keys moving you, and you can use your mouse to aim your grappling hook. The game recommends using a game controller, so you may find that moving with a D-pad instead of keys on a keyboard is easier for you.

Get-A-Grip Chip also gives you unlimited lives, so the only thing that can ever really stop you from being able to beat the game is a lack of perseverance. It’s the kind of game I can see anyone really enjoying as you can clear the game by sheer determination. But I really think those who love a super difficult game will find a lot to like too, as trying to get some of the batteries rescued requires a LOT of dexterity, especially near the end of the game where you have to solve puzzles and solve them FAST. One nice thing is once you’ve saved a battery you don’t have to save it again on subsequent attempts. So you can 100% the game by focusing on only the batteries you didn’t find in previous attempts. Speed runners will get a lot of mileage out of this title though because trying to get through each stage in a really short period of time without dying is going to be quite the feat.

Clearing the game does also give you a satisfying ending, and it even shows you how many of the batteries you were able to save before escaping the collapsing factory. I quite liked Get-A-Grip Chip. Save for a handful of moments where they surprise you with an obstacle you have no way of knowing is coming, it’s generally very fair. When you die, more often than not you’re going to know it’s because you were unable to grab that ledge fast enough, or didn’t wait for that electrified lever to fully discharge or any other number of things. Everything is defined pretty well too. There was one instance later in the game I didn’t realize a background object was not a foreground object I could land on. But that could have easily been me being a dope.

And through it all I found myself really enjoying the soundtrack. There’s a pretty good variety here too. While everything could probably fall under the umbrella of Electronica since there are clearly a lot of compositions that were made on a computer that also would be far too much of a simplification. There are a lot of elements of different genres and subgenres here. Sometimes you’ll get some Techno. Sometimes there are moments that will feel more New Wave. Other times there are background songs that are decidedly Hip-Hop, or Heavy Metal. All chosen for appropriate sections. It’s pretty cool stuff, and as it turns out you can also buy the soundtrack on Steam too if you enjoy it enough to listen to beyond the scope of the game.

The characters are pretty cool, and it does a lot with the color palettes it employs. And with the control scheme I could easily see a sequel or prequel where they expand on some of the ideas presented here. I could even conceive a scenario where the company could potentially make a homebrew style version for older consoles and computers seeing how the set up works essentially on two sticks and a button. Seeing an Atari 2600 version, a Commodore 64 version, NES version, even a Colecovision or Intellivision version could be interesting. But now I’ve begun to ramble. The point is, Get-A-Grip Chip is one of the (to borrow a phrase from Metal Jesus Rocks ) hidden gems on Steam. If you’re looking for something a little bit different give it a shot.

Final Score: 9 out of 10

Rogue Legacy Review

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I’m really late to the party with this one, as it’s been in the backlog for quite some time. But after seeing fellow blogger Esperdreams (whose stuff you should also check out) live stream the PlayStation 4 version a while ago, I fired it up. I’m pretty glad I did. Rogue Legacy is another game that mixes Rogue elements with bits of other genres.

PROS: Great character designs. Humor.

CONS: Minor hit detection issues.

WOW: Some of the randomness is worth checking out alone.

In the case of Rogue Legacy, the Rogue elements are blended with Metroidvania game play. But beyond that, there is a very creative twist that sets the game apart from other Rogue like/lite style titles. In pretty much every game of this style, if your character dies, even once, for any reason the game is over. You’ll get to keep some of the items you ground for. But you’ll be starting the game over again.

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In Rogue Legacy this is still the case. However, upon your next play through, you’ll get to play as one of that characters next of kin. So that means, a son or daughter of the previous combatant. It gets better though, because there are pros, and cons each child inherits. Some children will have vision problems. Some children will be easily confused. Or see everything in a mirrored perspective. There are a lot of these traits, and each one of them effects how the game is played.

Another common trait among this style of game is procedural generated stages. This idea is used in Rogue Legacy as well. Like Rogue Stormers, this game rearranges pre-designed rooms in new patterns to create new maps. One pretty cool thing the game does with this is self-referential humor. Often times you’ll find journal entries where the fighters will get information about the current castle layout from their ancestors. There is also a room with a jukebox you’ll randomly find where you can change the background music. Kind of like the record room you see in VVVVVV.

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There are other cool in-jokes like the clown target test. The obituaries when you lose. There are many, moments that will make you laugh. In spite of the fact that this game shares many of the same tropes seen in the trilogy of NES Castlevania games. Or the original three Metroid games. As you go throughout the map each time, you’ll find new areas upon every play through. Dark, demonic cavern areas. Giant haunted forest sections. Haunted towers. You name it.

Of course, once you die, the castle will look completely different. But you can use the gold you’ve earned during the last play through on upgrades for your progeny. You can upgrade your life bar, the amount of mana for using special weapons (a la Castlevania), as well as getting other things. You can unlock a bunch of possible classes for your future generations. Ninjas, Miners, and more. You can also upgrade the damage level you dish out, the amount of gold you can collect, and even get shops that come up before you go to the castle.

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These shops will let you bulk up your armor,  and add new abilities like dash attacks to your characters. Eventually you’ll find a third shop where you can exchange your gold collecting percentage for the option to lock the castle map in place so it repeats the exact same layout. Every time you explore the castle not only can you collect gold, but you can find chests with blueprints that can be used in shops for more armor, and weapon types. Some chests will only open if you complete a small mission like clearing the room of enemies, or getting to the chest without getting hurt. And while these aren’t long affairs, many of them can be quite the challenge. Others can’t be done until you have the right item or power ups.

Of course once you start getting the hang of the game, you’ll find boss rooms. These fights can be insanely hard. Not so much because of the bosses themselves. Though they are a challenge. But getting to them with a full bar of health, and a full bar of mana is a challenge in of itself.  Over time you’ll figure out that combat is mastered through timing. Timing not only when it’s safe to swing, but when to jump to avoid something. When to back away. The time in between any given enemy’s attack.

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But even when you learn this it isn’t a cinch to win. Because any given random layout can place you in a room with 50 different bad guys. Plus death-traps, spike pits, and other nefarious things in the environment. This is the kind of game that relishes high difficulty, and requires the patience to learn how everything works. Some have compared it to Dark Souls in that regard. And that’s fair. Mind you they’re two completely different games, with different rules. But both do require some patience to learn those rules.

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Over time, of keeping with it, you’ll begin to improve, and find yourself enjoying  yourself more. Even when you lose, there is enough humor, and charm to keep you coming back. Plus you’ll spend your gold, bulk up some stats, and items making enemies easier to slay. There is a point though, where the game decides just how easy might be too easy. So after a while you’ll notice beefier versions of enemies, or even find harder enemies showing up in the castle sooner. So most players will not be blowing through this one in a few minutes. It can be a grind. But the game obsfucates it pretty well most of the time. It also doesn’t feel like a carbon copy of the base formula. There is a wide variety of enemies, and the jokes can be really funny at times.

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The only big issue I have is that in some spots the collision detection is off just enough to make those sections feel cheap. You’ll take spike pit damage, but your character might not look like they actually touched the spikes. Some times you’ll swear you did a downward stab on a switch in time, but it doesn’t count as so. So these few moments can be a bit frustrating. The rest of the challenge comes from having the right tools for the right job, and the right amount of hand, eye coordination. Which is fine, this is a game that is about a challenge after all. When you do accomplish something in it, it just feels wonderful. You’ll scream “I FINALLY DID IT!” only to then realize you’ve got a long way to go yet. But it’s still satisfying.

Also satisfying are the chip tunes throughout the game. Each area has its own background song. Like I mentioned before, if you’re lucky you can find the jukebox room to change the current song, but each sector does have its own theme. Which gives it some of that Metroid vibe. It isn’t quite the same, since almost every time you play, the layout is different. But it does at least help make each background feel different from the last.

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Rogue Legacy also has a very crisp look reminiscent of old flash animation. Sprites have some bright colors, and nice details. There are cool visual touches on everything as well. The game even has an element of Paper Mario, as you watch your character flip over like a card whenever you turn them around.

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Overall, this is a really inventive take on a popular idea. If you enjoy challenging adventure games, or you can’t get enough of games with rogue elements Rogue Legacy should be on your list. Just make sure you pay close attention around switches, and spikes.

Final Score: 8 out of 10

Freedom Planet Review

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Sonic The Hedgehog. He’s seen a number of ups, and downs over the years. The consensus seems to be his earliest adventures on the Sega Genesis, Sega CD, Sega Master System, and Game Gear were his greatest glory days. Fast, frantic, platforming action that involved any number of paths to victory. But after the Dreamcast faded into obscurity Sonic went in all kinds of directions. Many of them terrible. A few of them average, and a few that were pretty good. But I’m not here to talk about Sonic this time.

PROS: Really amazing pixel art, chip tunes, and the game play you remember.

CONS: The shortcomings you remember. Padding.

BIKES: If running fast isn’t enough you can speed around like Chris Pine in Star Trek.

When Sonic The Hedgehog was released it was only a matter of time before the imitators would come about. People dump on Bubsy, but that game was far from the worst clone. Awesome Possum, Aero The Acrobat, even The Road Runner had a Sonic inspired game. So with so many others that didn’t hit the mark, what makes this game stand out in the sea of Sonic contenders?

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For starters, Freedom Planet absolutely nails the feeling of Sonic The Hedgehog. The physics, the sense of speed, all of it. If you’re a big Sonic fan who longs for a return to the 16-bit glory days of yesteryear, buy it. I could end it there. I’m serious. This is bar none, one of the best Sonic clones you can get. But there are a lot of things that set it apart from its biggest inspiration.

Freedom Planet has a deeper, darker, storyline than the Sonic games. Most of the Sonic games feature Dr. Robotnik/Eggman imprisoning animals, stealing emeralds, and holding the world hostage. Freedom Planet instead involves a much more detailed plot. It opens up with a King being killed by a despot in cold blood in front of his son. Who is then taken hostage, and forced to fight for the despot. It wasn’t something I was expecting going into this. But it got my attention for sure.  From there you discover that there is an all-powerful stone that three kingdoms on the planet safeguard, and of course the despot wants it for himself.

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From here the game opens up, and you can choose to play either an adventure mode or a standard mode. Playing the adventure mode, will let you experience cut scenes, and the stages are played in different orders depending on which of the three characters you choose. Going with the standard mode eschews the cut scenes, and you play every stage in order. Like a traditional platformer from the era the game pays homage to.

The interesting thing with the adventure mode is that you’ll get a slightly different experience each time you play through it. That’s because the game is played through the eyes of each character. The three characters are: Carol, a green wild cat. Lilac, a purple dragon, and Milla (an unlockable character), a dog. Each of the characters has their own attacks, and abilities making each play through a little bit different. Carol has some speedy punches, and kicks. She can also ride a motorcycle if you find gas can power ups. Lilac has a useful double jump. Milla has a shield, and can throw cubes.

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Once you start playing though you will immediately be reminded of Sega’s most popular mascot platformer. The same sense of speed. The same loops, twirls, and crazy tracks fill the game’s 14 stages. With all of the collectibles, 1-Ups, power ups, and health items in each of them you can opt to try to find everything, or you can try to clear everything as fast as possible. I know I’ve waxed on about how many Sonic influences there are, but the game also has a surprising number of similarities to Capcom’s Mega Man X series too. This becomes apparent in the game’s combat, and enemy designs. Instead of jumping on bad guys to defeat them, you’ll punch, kick, or hit them several times to take them out. Freedom Planet is also a big fan of putting in multipart stages, and mini-bosses. Some of these are really imposing, and lead you to believe you’re at the end of a stage. Only to discover you still have a way to go.

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Boss fights themselves are grandiose in Freedom Planet. These moments feel more like playing an arcade beat ’em up than they do a platformer. Although you’ll discover they have attack patterns, again in the vein of a Mega Man X title. But some of these, especially toward the end of the game can be really impressive in both challenge, and visual flair.

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Freedom Planet also has the courtesy to grant players four different difficulty levels. If you’re absolutely horrible at this sort of platformer, or even platformers in general the Casual setting is for you. It is nearly impossible to lose a life if you’re even remotely good at these kinds of games. But from there you have Easy, Medium, and Hard difficulty settings. With the latter going very much into the “Get good!” end of things. Aesthetically, everything in the game is beautiful. Galaxy Trail’s pixel artists should be commended for just how well they’ve recreated the look of games of the early 90’s. As you play through this one, you’ll be constantly reminded of those days on the Genesis, and Super NES. It really is a beautiful game to look at. The soundtrack is just as good, going for the twinge lo-fi synth of the Sega Genesis, and early computer sound cards like the AdLib. The tunes themselves are filled with hooks, and melodies you’ll want to hum along to. If you want a game that will satisfy your nostalgia, while giving you something new, this fits the bill.

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There are also some other small galleries you can visit when not playing the main game. Throughout the main game are cards you can find, and these will unlock sound files, songs from the soundtrack, and concept art in these galleries. Not something that the average player might get into. But for players who become big fans of the story, characters, and lore, it gives an incentive to replay the game a few times.

Of course, I did have a few minor complaints with this one that may be bigger concerns for someone else. First off, because it adheres so closely to many of Sonic The Hedgehog’s rules it has some of the annoyances. There are times you’ll have to make blind jumps, only to land on an enemy or a hazard. This can lead to some moments of trial, and error. While not a major problem that ruins the game, Some might feel it detracts from an otherwise enjoyable experience.

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Another issue is near the end of the game there is a shoot ’em up stage, and it doesn’t feel up to the same standard as the rest of the game. The bigger issue is there is no checkpoint after completing it. It is considered a part of the following stage, which is a pretty long one. So if you run out of lives, shut off the game, and come back to it later you’ll have to play the entire shmup part again. So unfortunately, instead of feeling like some variety, it ends up feeling like padding. Again, not a problem that makes the game unplayable by any means. But it really could have used a checkpoint at the end.

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Overall though, Freedom Planet is a wonderful platformer. It feels like an homage to Sonic, and Mega Man X while also being unique enough to stand on its own. It has some of those mechanics, but it adds enough of its own original ideas, and tweaks thus avoiding becoming a forgettable wannabe. In fact, the game did well enough when it launched three years ago that a sequel is around the corner. So whether you play it on the Wii U, PC, or the recent release on the PS4 you won’t regret it.

Final Score: 8 out of 10

Audiosurf 2 Review

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Let me start off by saying, I love music. I have a ton of it I’ve picked up over the years. Music games however, are another story. I’m not big on dancing, and so the Just Dance games, Dance Central, and even the hallowed Dance Dance Revolution were never my cup of tea. Oh I’ve played them with friends, and relatives. I’ve even managed to eek out a little bit of enjoyment while making a fool out of myself. I’ve actually had fun with a couple of the Guitar Hero, and Rock Band editions at family gatherings. I’m not calling any of these games terrible. They’re all pretty good, save for a few lackluster Guitar Hero, and Rock Band entries.

But why do these otherwise great music games fail to gel with me? The more I thought about it, the more I realized it isn’t the mechanics, or how they play. They actually play wonderfully, and are generally a fun enough time. I found a major reason has probably been the set lists in many of them. Before you start booing me, and throwing rotten vegetables at your monitor or smartphone in disgust I’m not calling all of the music in those games bad. I like a lot of the classic rock in the games of pretend instruments. I recognize the talent the choreography, and singing in dance music requires. A lot of the club music in these dancing games is honestly not bad, it’s just that some of it wasn’t made for me. Which is fine.

PROS: Multitude of modes. You can use your personal library.

CONS: You won’t pretend to play an instrument or dance.

ERASURE: Always + Runner mode = Robot Unicorn Attack reference.

If you were to peruse my music collection though, you might find a lot of it unrecognizable. Well, depending on who you are. I know there are many people out there with music collections much larger than mine. But a lot of the albums in my collection were originally put out by small labels like Lookout!, SST, Epitaph, and Sub Pop. I even have a few otherwise mainstream albums, and EPs that were originally self-published in my collection. Such as the Gin Blossoms’ Dusted. So while I love Rock Band for letting me play The Cars’ Just what I needed, or Just Dance for letting me fail at being Morten Harket during Take On Me, I could never jam on the esoteric stuff in those games.

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Audosurf 2 lets me do that. Along with everyone else. It’s a different kind of rhythm game than most. You don’t need plastic instruments. You don’t jump on a screen printed mat. You don’t have to line up dance moves on a camera. Instead you get something that plays like a traditional racing game. Except not really.

Audiosurf 2 combines the racing of F-Zero, the obstacle dodges of Beamrider, the  colored blocks of Guitar Hero, and the key component of Vib Ribbon. You race a futuristic hover car over giant blocks for points, and try to dodge obstacles. Hitting obstacles makes you lose those points. What does any of this have to do with music? Well, when a song is chosen, the game creates a course based on the structure, tempo, beat, and even melody of the music within. Every song will resort in a unique track. Even a cover of a song will have differences over the original. Sometimes wildly. The layouts of the blocks you pick up, as well as the obstacles you need to dodge go right along in time with the song.

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The hover car will even slow up, or speed up during tempo changes. It’s surreal. But don’t think you can cut corners, and make the game simple by using slow songs. Because no matter what you play, the game is crafty. It will put a bunch of obstacles near something you want to collect. It will start making the road bumpy because that slow song you chose has plenty of bouncy moments in the melody. And it still might get quick anyway. Not only are you collecting blocks, but there is a puzzle element as well. Along the bottom of the screen where your hover car moves are columns. Every time you collect a block you fill a chunk of a column. You want to try to combine as many as you can in a set number of time to score combo points. Hitting spikes impedes this, as well as cost you points. So you’ll need to do your best not to hit them. Although there are a handful of times you might want to do so to clear a space. There are also Turbo blocks that will speed boost your vehicle for more points.

The game has two ways for you to find a song to use. The easiest, and best way is to use your own personal collection. All you need to do is go through your music folder, or wherever else you may have put your purchased song files. Pick a song, and the game will let you preview it, as well as tell you if anyone has raced along to it yet. If they have, you’ll see a list of players who have done exactly that. Because the game will upload your score. Other people who have that song, can then race it, to try to beat your score.

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This is where the game’s biggest strength is. Everybody enjoys music of some kind, and so nobody is left out. Obviously for the competitive internet aspect of it, popular songs are still going to be preferred. Because more people will have those songs, so it leads to more competition.  Sound cloud also has a major presence here. When you search for a song that isn’t in your personal library, it will scour the site for it. With so many independent people using it, you can get a wide variety of new experiences. There are popular songs on there as well, but these are going to be covers, with the rare exception.

Some people might be disappointed at that. But it works in the developer’s favor, since they don’t have to worry about the labels coming down on them for using songs they don’t have a license for. As a user you’re free to use whatever you want, so long as you’ve legitimately bought the music. And if you’re like me you’ve bought a lot of albums over the years. There’s also the fact that you’re not beholden to a game based e-merchant to buy the songs you want to use. Songs that you can’t export to other games or listen to separately.

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But that’s not all, because this game keeps giving. The main game mode has variants. There’s an easier mode for beginners, as well as a Ninja mode, where you get bonus points for not hitting a single spike during a song. Then there is a unique mode where you ride a wakeboard, and can jump waves for more points. But one of the coolest modes is the runner mode. In this mode up to four people can play with gamepads. You have to jump over, and duck under hurdles sent your way. Each time you screw up you lose points. You start with a million points, and it counts down with every mistake. the person who loses the least points wins. You really should check it out. As with the main modes this mode gives you a track based upon the song that has been loaded.

I would end things there, but Audiosurf 2 has even more stuff. Puzzle games. There are four variants of the same mode, but each has you matching up color blocks that you race over during the song of choice. You have to try to set up combos the way you would in things like Puyo Puyo. You can drop blocks if you raise a column too high with the wrong color too. If you’re into balancing driving with puzzling it might be for you. Personally, I found this the least likable mode, but the game does get recognition for trying something.

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If ALL of that wasn’t enough for you, the game has an extensive mod community around it. So there are even more modes, and skins you can get for the game if you’re not sated by everything you’re given from the outset. By the way, each mode already comes with some skins for you to use. I do like that there is an option to search for skins in the Steam Workshop. Audiosurf 2 is a very colorful bright game. The minimalist visual design really works in its favor, giving players something akin to an Electronica enthusiast jukebox look. Visuals still look great at lower resolutions, and with lower settings.

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But the mods, and skins are a great way for people to personalize the game even further. My hope is that someone with talent makes a skin that removes the fast flashing, and replaces it with something equally cool. I have a friend with Epilepsy who would love to play more musical rhythm games, but doesn’t due to the flashing lights. Hopefully, someone eventually thinks of this, because the game is awesome. Even more people would be able to play it if it had an option for people with colorblindness, and for people with Epilepsy. If not, then maybe we’ll see it in a third game.

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Aside from a missed opportunity, there really isn’t much to complain about. It controls well. The sound quality is great, and the tracks it designs for you to play are a wonderful balance between fun, and difficulty. If you’ve been waiting for a music game because your favorite artists have been M.I.A. in other series, then pull the trigger on Audiosurf 2.

Final Score: 9 out of 10

Undertale Review

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Last year a game came out of the underground gaming scene. A game that scored a lot of points with critics, and spawned a vast fandom in a short amount of time. Like an up, and coming alternative band it quickly caught the attention of mainstream audiences. Undertale is a big hit with a lot of folks. So as we enter a new year, I start it out by seeing just what all of the fuss is all about.

PROS: A well crafted adventure with elements of many genres.

CONS: Some areas have an insane level of difficulty.

PRANKS: They will certainly be played on you.

Undertale tells the story of an unnamed protagonist. A small child falls down a chasm, and wakes up in a series of caverns. After you name the small child, and create a save file, you are off to go spelunking. Early on in the game you begin to meet characters, and interact with them beginning a theme of consequences. Undertale’s hook, is that it has a multiple number of endings depending on what you choose to do. Do you help someone, or do you decide to let someone else take care of them? Do you take those items, or do you decide that they don’t belong to you? Do you kill an attacker, or do you let them go free?

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Throughout your journey the game will give you many, many choices, and most of them do impact the story as it goes along. You can pretty much make whatever decisions you want at your leisure, through the overwhelming majority of the game. At its heart, Undertale is an adventure game. But it has a lot of elements from RPGs, Shmups, and classic arcade games. This is especially true in its battles, where even here, choices are impactful on what you’ll do next. The game does spend the first act introducing you to not only some important characters, but the mechanics as well. Navigating the early corridors, you’re put into some situations that boil down to tutorials. The upside is that they don’t come off as tutorials, and they don’t come off as mundane. You’ll play a few puzzles, do some interaction, and even use the battle system.

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Undertale’s battle system looks like an old NES JRPG. You’ll have options under an attack, action, item, and mercy tabs. Attacking pulls up a timing mini game that feels like a free throw mini game from an old 16-bit EA Basketball game. You have to line up your attack in the center of a bar. The closer you get, the more damage you’ll do. The action tab, will have a number of options for diplomacy, depending on the enemy. You can try your hand at these in order to open up some emotional walls in an opponent. If you play your cards right, you can use these to win fights without injuring or killing anyone. The item tab lets you go through weapons, health, and object items, while the final tab lets you either try to flee a fight, (sometimes you can’t.) or let the opponent go. In some cases you can’t let them go until you’ve succeeded in your diplomatic tasks.

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During these turn-based sequences, when an enemy attacks you, you’re thrust into a mini-game. Some of them are shmups. Some of them are puzzles, but you’ll need to become proficient at either in order to survive. Some of the bosses do an insane amount of damage, so you’re also going to want to horde a lot of health items throughout the game.

The rest of the game is typical adventure, and RPG fare. You’ll explore towns, talk to characters, buy items from shops, and sleep in hotels. There are also some puzzles to solve in order to progress, along with some secrets if you’re willing to go exploring. These secrets can be a great benefit. Some of them will make certain boss fights a lot easier, or uncover some backstory for you.

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Visually, the game goes for a combination of old art styles. Some will certainly see inspiration from the Nintendo Entertainment System. But the battles will evoke memories of early CRPGs being played on a CGA monitor. Other times I was reminded of systems like the Atari 2600, or the Commodore 64. Undertale doesn’t stick to a single retro inspiration, it tries to display a number of them. The writing isn’t half bad either. So often games try to tell jokes, or have a dramatic moment, and it feels like a plead to love the characters.

Undertale genuinely made me laugh a couple of times, and frequently introduced characters I felt like I could get behind. This isn’t to say that it is the best game at doing these things. But I can give it some credit for a job well done. There are also a number of moments where the game will outright try to mess with you. Some of these attempts are feeble. But there are others that are pretty great. A few of which took me back to playing Eternal Darkness on the Gamecube.

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Be that as it may, I think a handful of fans might be a little bit blinded. Undertale is good. In fact, it’s very good. But it isn’t the first game to do what it does. Nor will it be the last. Many games have tried to show the importance of choices, and their consequences over the years. Ultima, System Shock, Bioshock, Epic Mickey are but a handful of them. Some of these games did it better. Others as well. Yes, some may have even done a far worse job.

However, when you take the choice system away, what you’re left with isn’t much. You have a pretty good story in this RPG adventure. But the world is smaller than some of those old 8-bit JRPGs, and CRPGs the game is inspired by. There are also long periods where you aren’t doing much of anything if you’re not exploring something or reading dialogue. I also ran into a technical problem where every so often my character would automatically veer left. I tried several controllers on the off chance I had broken my Xbox 360 controller, but the same thing continually happened. The game also isn’t configured to take screenshots in Steam. I had a difficult time trying to get some shots for this review, frequently juggling between applications.

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Pointing these things out doesn’t mean I didn’t like the game, or that it wasn’t fun. The multiple choices, and endings do give players a lot of incentive to replay the game a few times. There are certainly enough likable characters, and moments that make it a story worth experiencing. Undertale definitely has the potential to become a pretty big franchise because of those things. But the game could also stand to let the player do more, through a bigger world to explore. It could use some more meaningful interactivity in that world. It doesn’t have to be Earth shattering stuff. But more than choosing to be good or bad in a random battle, or a sparse puzzle. There are hints of that very early on. It would have been nice to see some more of it explored in the middle areas of the game, and the final leg of the journey. Some players might be turned off by a very sharp difficulty spike near the end of the game as well.

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These complaints aside, I did enjoy my time with Undertale. I can see why it has quickly become so beloved by so many. Hopefully if, and when a sequel arrives it addresses some of the technical issues, and adds just a tad bit more to do without feeling like padding. In the meantime go ahead, and pick up Undertale. It may not be the flawless game some insist it is, but it is a very, enjoyable one. One you will likely become very invested in.

Final Score: 8 out of 10

Turbo Pug Review

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I love this time of year. I’m always reminded of the gifts of love, forgiveness, along with the people in my life. I can’t get them out of debt, or solve their complex problems, but I can try to give them a few moments of joy. So seeing how we’re mostly fans of gaming, I nab a bunch of stuff during Valve’s annual sales for my gift giving inventory. Often times I’ll use Steam Wallet cards to do this, since I’m not a big fan of interest fees.

Anyway, often times those cards leave nickels, dimes, and pennies in the wallet at the end. “What to do with forty-one cents?” I ask myself. Usually the answer is to just leave it there, until I want to buy something else. But this year, sorting the game list from cheapest game to highest price game revealed a really fun, and interesting title. One trading card sale later, I had enough coins to dive in.

PROS: Probably the best endless runner this side of Robot Unicorn Attack.

CONS: Intrusive Unity pop ups need to be toggled off.

WHAT?: There is an unlockable penguin who is seemingly useless.

On its surface Turbo Pug is little more than a cobbled together Robot Unicorn Attack clone. Since Adult Swim’s flash game, there have been countless endless runners. Some, like Bit Trip Runner, have been great, adding their own spin to the formula. Others like Meme Run have had mixed reaction to say the least.

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But Turbo Pug is actually one of the best endless runners you’ll probably ever play. Not only is it as addictive as Robot Unicorn Attack. Not only is it as fun as the Bit Trip series. It is oozing with charm. Turbo Pug puts you in the role of a pet pug running through randomized environments for points. There is a jump button, and that is pretty much it. All you need to do is time your jumps accordingly to avoid pits, lava, and more.

The longer you go, the more dangerous the traps become. By the time you get around 2,000 points or more you’ll begin to see spikes, buzz saws, and other nefarious plots to kill you. You can also find spinning pug coins that will give you 50 or 100 points depending on what axis they are on when you land on them.

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But Turbo Pug goes even farther than that. It has a real time, day, and night cycle. Over the course of a few minutes you will see the sun set, the moon rise, and the sun come up again. It also has weather cycles. At any given time the game will decide to rain or snow. When it rains, there is also the odd chance that your pug will be struck by lightning. If this happens you won’t be able to jump for a few seconds. But you also won’t fall from your current height until the sting is over.

“Wow!” you might exclaim.”That sounds pretty deep for what could pass for a cell phone time waster.” But at the risk of sounding like a game show announcer, that isn’t all. Turbo Pug also has a multitude of unlockable characters. Each character has its own properties, that may or may not help you in your quest for a high score. Super pug has a cape, and a double jump. Pumpkin pug has a light that comes on during night cycles. The penguin is slow, and will probably fall to his doom rather quickly.

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Turbo Pug also scratches your retro itch with its Amiga like sprites. The game looks like a 16-bit computer game through, and through. It has a great color palette, and the sprite art has a lot of great detail. The end result is beyond cute, and adorable. The audio really only features two songs, and some small sound effects. But the two songs are very catchy compositions that combine the soft rock sound of lite-FM, and Atari 2600 era chip tunes.

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The only real problems with Turbo Pug, are the intrusive Unity tool tips that come up the first time you play. You’ll want to disable them right away. Aside from that, while the game does engage in Valve’s Steam Trading Card program pretty well, it doesn’t have achievements. It seems like a game that would take advantage of achievements well, but they’re nowhere to be seen. There is a high score leaderboard though to motivate you to keep shooting for the stars.

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I highly recommend Turbo Pug. It could have easily indeed been a quickly churned out piece of shovelware. But it isn’t. There is a lot of effort on display for such a simple game. It’s engaging too. It will easily make you lose an afternoon to its cute protagonist, challenging jumping puzzles, and soft music if you allow it to. Let your actual pug have a well deserved nap, and fire up some Turbo Pug.

Final Score: 8 out of 10

 

1001 Spikes Review

Over the past few years a subset of platformers have come to pass. All focusing on very difficult challenges, some may even call impossible challenges. 1001 Spikes is another one of these games to come along. It even brings along a few new features with its retro themed visuals, and chip tunes. Watch your every step. There are hazards everywhere.

PROS: Challenging gameplay. Crafty level design. A lot of content.

CONS: All stages need to be cleared to play the last leg. High difficulty.

PARODIES: Of popular video game characters galore.

Appearing first on consoles, 1001 Spikes recently made its way to computers. It also came to every major computer operating system in the process. Windows, Macintosh, and Linux. Developed by Nicalis, the game is another title that relishes high difficulty. Following the paths set by stuff like I wanna be the guy, VVVVVV, and Super Meat Boy, it focuses a lot on platform jumping through relentless traps. Nearly everything in the game will kill you, from the obvious spikes, to lava, chasms, buzz saws, spears, to boulders. Everything wants you dead. At first you might think it isn’t all too different from other NES themed indie games you’ve played. But given enough time, you start to see where 1001 Spikes does have its own identity.

1001 Spikes is a puzzle platformer. Instead of having difficult jumps or traps as small sections of any given level, the game makes them the entire level. Or more accurately they become puzzles. The game tasks you with trying to figure out where to jump, and when. How to time a landing just right or when to shoot a projectile. Projectiles are rarely used to actually kill enemies. Instead they’re used to hit switches, or knock an obstacle back so you can sneak through. Each stage in the campaign is little more than a room 2 to 4 screens in height or length. The object is to collect a key so you can open the door, and exit. As a bonus, each stage has a hidden skull. Collecting the skulls will not only add another life via 1-Up, but over time unlock characters, and features.

Many of the unlockable characters, and costumes are parodies of famous NES game characters. Among these, are a really spot on spoof of Ghosts N’ Goblins’ Arthur. He even takes two hits to die with the first hit knocking off his armor, revealing his underpants. There is also a Ryu parody (Street Fighter), who even throws fireballs, and dragon punches. There is a Master Chief parody (Halo), replete with armor, and weaponry. There are also many other parodies, and in-jokes.  Even Commander Video from Bit Trip Runner makes a cameo along with his Atari 2600 era Activision themed rainbow.

In a way, the structure is a lot closer to something like Wrecking Crew, Boulder Dash, or Bomber Man. It can be deceiving at a first glance because the puzzles resemble action games like Castlevania, Ninja Gaiden, or Mega Man given the brutal nature of the traps. The game also keeps tabs on the time, and lives spent on completing each level. This lends itself to making the game appeal to people who love the concept of speed running. Much of the difficulty comes not from the obvious hazards themselves, but from the unexpected surprises. The stages are sadistic in that just when you think you’ve found somewhere safe to land, it turns out to be a crumbling block. Or booby-trapped with spikes. Or a switch that drops chunks of the ceiling on top of you. As you move on, the game quickly becomes a job in trial, and error. You’ll begin examining each room for potential treachery, expecting the worst with each landing. This may sound like an awful masochistic time. But you’d be surprised to find it is fun in its frustration. Each section is like a code you have to crack. When you do, sections that were previously impossible become much, much simpler. Again, setting you up for the challenge of trying to win with the best possible time.

1001 Spikes does have its own storyline that you can see unfold as you progress. It tells the tale of a young explorer named Aban Hawkins. His father is a renowned archaeologist who goes missing. Aban never got along with his father, and was always at odds with him. Nevertheless, when his sister calls him into the office to give him a box from their father, it leads him on a quest. Aban goes to South America to explore deep caverns. It is here he wishes he hadn’t gone, as of course, these caverns prove to be death trap central. If you can manage to beat all of the levels in the campaign, you’ll be granted access to the final leg of Aban’s journey. Fortunately, (or unfortunately depending on how you look at it) you can skip any level if it proves too difficult for you. Any level you’ve previously skipped can be replayed at a later time. So you can move on, clearing a few later stages, then go back to a previous one that got a little too irritating.

In addition to the primary campaign the game does have unlockable arcade modes. It should be noted all of them can be played with up to four players. The first one is a coin horde mode, where everyone battles it out over a golden vase. At the end of the round it will explode. So players have to hang onto it long enough to get more coins than their opponents. Their opponents can try to claim it from them, but a bigger problem are the traps, and enemies in each of these stages. You can expect to lose a lot of lives here, as in the other modes.

The second arcade mode takes a little bit more of an action game leaning. You have to climb a giant tower to free a hostage from their captors. Each tower is a few stages long. You get 9 lives per stage, and if you lose all of your lives you have to start all over again from the bottom of that tower. Being that it is part of a notoriously difficult game, expect as many death traps, as you would during the campaign. But you’ll also have a lot of grunts trying to impede your progress. They’ll get in the way during crucial moments, They’ll shoot you. They’ll do anything they can to make you lose.

The final arcade mode is a long series of extra levels that aren’t in the campaign. Many of these are more difficult. Being designed more for multiplayer, instead of worrying about an exit key, and 1-Ups these stages have coins. So much like some of the recent Super Mario Bros, games, you’ll compete by coin collecting. But again, it becomes pandemonium as you also have to worry about the myriad of deathtraps. Coins you collect in the arcade modes, can be used for items in an unlockable shop. These items include aforementioned hidden characters, and costumes. As well as the ability to watch the game’s many cinema screens at one’s leisure.  I should also mention that some of the costumes can only be used in the arcade modes. Why this is I have no idea.

In any case, 1001 Spikes is a pretty cool game on whichever platform you choose to play it on. Although for some reason the Wii U version doesn’t utilize the popular off TV mode. There are reports that this may be patched in at some point. But if you pick it up for Nintendo’s box, at least for the time being, you will have to look at the TV. But again, it is an enjoyable, well crafted game. Just be advised it isn’t a game for the faint of heart, and that if you’re easily put off by games with high difficulty you may want to think twice about it. For everyone else, it’s certainly worth playing. You can play it in small bursts, or jam on it for an entire day off from work. It’s another soul crushingly difficult game, but a satisfying one.

Final Score: 8 out of 10.

Deadcore Review

Deadcore is another game that combines elements from different genres. It has the first person platforming of games like Metroid Prime. It has the parkour feeling of Mirror’s Edge. It has some puzzles that rival the complexity of Portal. Most of the online store descriptions you’ll find for the game describe it as a First-Person Shooter. While you do eventually wind up with a gun, shooting isn’t really all that lethal.

PROS: Beautiful environments. Challenging game play. Interesting concept for a story.

CONS: Possibly too challenging for some due to a high difficulty. Minor glitches.

CREEPY: Sentient blocks that float around hoping to make you fall.

Deadcore has two modes. There’s a story mode, and a mode for speed runs. You can also play the story mode in the speed run mode if you want to try to see how quickly you can beat the entire game. Speed Run mode also lets players time attack individual levels, or sections of levels called Tracks. Of course you won’t be able to do much in this mode right away, as most of it is unlocked by going through the story mode. If you do play through a speed run setting, you’ll be competing against others on the leaderboard. There are score categories for each of the levels, tracks, and story mode. Deadcore also has a lot of achievements dedicated players can shoot for. There is even one everyone will likely get called Digital Barbecue. This is because dying five hundred times will unlock it. You will more than likely die over five hundred times in this game.

The story in Deadcore is honestly pretty cool. It centers around your character trying to escape a mysterious tower that reaches high into the Thermosphere. As you go through the game you’ll stumble upon icons. Most of these open up entries in a log book. When you go into the log book, you can look at the entries you’ve discovered. It’s like a lot of other titles in the sense that you’re finding journals. Some of the entries will be logs from previous climbers who died trying to escape the tower. Some of them will be discussions between your unnamed character, and a computer. Other entries detail some of the power up items you’ll discover during the game. Deadcore also takes a page from Valve by letting the world craft a lot of the story. It’s cold, soulless, and yet feels like there was life wiped out by this twisted, technological tower. The music in the game is some of the eeriest electronica heard in a soundtrack. While there are some thumping tunes during hectic times, Most of the time it’s brooding, and creepy. It captures the mood of isolation, and the desperation of the story nicely.

Some of the other things you’ll find are power ups, and Easter eggs.  Deadcore is very much a First-Person Adventure game. Obviously, the object of the game is to climb your way to the top of the tower to escape. The aforementioned gun is predominantly used as a tool. There aren’t any traditional enemies to speak of. You won’t be scoring headshots, or getting into fire fights with space pirates. Instead, the enemies you face are more or less parts of a security system. Sometimes cubes will show up to try to knock you off of a platform. Other times these electronic pods called Mosquitoes will gang up on you. Or you’ll find yourself turning off fans with shots from your gun while you’re trying to evade lasers.

The story mode is only five levels long. But these are some of the longest levels of any game you will ever play. Each one is broken up by several sections. These are referenced as tracks.  The first stage is the approximate bottom of the tower where you begin the game. The second one you’ll begin to see some progress as the world textures get smaller. Stage three things really heat up, as you’ll be inside a large chunk of the tower. Stage four is a tremendously large stage, with several tracks, and there is even a substantial amount of back tracking. The final stage is fairly brief. You will be very thankful about that fact because Deadcore is not an easy game. Frankly, it becomes the Dark Souls of puzzle-platformer hybrids by the middle of the game. Some of the sections in the game even put the hardest Super Mario Galaxy stages to shame.

For many, this game may even prove too hard, resulting in broken controllers, mice, keyboards, and monitors. But if you can keep calm, and practice you can eventually figure out exactly what to do. This game will force you to think under pressure.  Each area of each track is a puzzle. Yet there isn’t always only one way to solve it. Sometimes you’ll have a choice of which path of pitfalls you wish to take. But again, getting around each pitfall is its own challenge. I already mentioned the lasers, cube bots, and bug bots trying to make you fail. But it gets even more difficult.

Along the way the game will present you with new mechanics. For example, you’ll come across gravity switches. These create areas where you’ll be able to temporarily walk on the walls. Sometimes you’ll have to go through a modified gravity area, into a non-modified gravity area, into another modified gravity area. All within a few seconds. Other times you’ll run into flipping blocks, right out of Super Mario Galaxy, where one side is electrified. Landing on this side is instant death. Other times you’ll find fan blades that you need to shut off while avoiding moving boxes with laser beams on them. Because not shutting them off will blow you off of a surface. Leading to a subsequent death. Or go through a anti gravity area with a ton of enemies, while trying to avoid moving laser walls. Or any other number of difficult scenarios.

The game bases a lot of its maneuvering on platform jumping. If you’ve played a lot of Metroid Prime, or Mirror’s Edge you’ll have a good idea of what to expect. Much of the level design is focused on pixel perfect jumping, mixed with the aforementioned challenges. All of which will force you to complete them as quickly as possible. This is also why there is a focus on speed running. If you do choose to speed run in Deadcore you’ll need to master the dash mechanic once you find it. Dash acts as a fast travel, as well as a third jump. You can jump, then double jump. But once you find the dash power up, you’ll be able to dash after double jumping. Plus, a lot of the difficult sections pretty much require using it. There is a handy meter on the gun that measures how much dash power you have remaining. So you’ll have to decide on the fly if you need to do short dashes, or hold the dash down, and use up the entire bar. The dash recharges if you hold still. Unfortunately, the gun’s ammunition does not. So you also have to keep an eye on the number of shots remaining.

In between tracks there are checkpoints. Like many of the 2D games that celebrate the difficulty of 8-bit NES games, Deadcore gives you unlimited lives. You can re-spawn at the last checkpoint you’ve reached  at any time by pressing R. If you die you will also re-spawn there. You are going to be pressing R a lot, as well as suffering many deaths. Every missed jump will lead to a fall to your doom, the path of an enemy, or to an earlier point in the track. Similarly, you’re going to want to master the mechanics, and power ups as soon as you can. Because the difficulty only amps up. Especially since none of the traps, or enemies you shoot stay off. Everything you disable eventually turns itself back on.  It’s kind of like Evil Otto, from Berzerk in that nothing can be killed. Even the bosses can only be temporarily disabled.  So you’ll find yourself disabling something, and moving. Fairly often. Especially near the end of the game. You’ll also want to seek out the power ups, and some of the Easter eggs.  Some of them are actually messages from the developers instructing you to email them information from the secrets you find. Doing so gets you some cool media like music from the soundtrack.

Along with the high difficulty, Deadcore does have some minor problems that will add to some of the aggravation. Sometimes there will be some slight hiccups in the game’s response time. This means it might not recognize you’ve pressed the jump button, leading to a seemingly cheap death.  It isn’t the worst thing in the world. But this is a game that relishes the idea of speed running. Any little interruption in performance can result in the loss of precious seconds. There were also a few rare times I ran into clipping problems in my play through. As such, I found myself stuck in walls, and forcing a re-spawn. Sometimes this happened when I was ever so close to a checkpoint, which became really frustrating.

Some players might also dislike the lack of customization options. You can’t choose things like the kinds of filters, or post processing. You have to go to the custom setting to even see them, and even then everything is a low, medium, or high check box.  You can re-bind your keys, set screen resolution, and your field of vision. But you can’t do much of anything in terms of audio settings. These problems don’t ruin the game, or stop you from being able to complete it. But will lead to a few really grating moments for some of you. A few more checkpoints could have also been used. Because some of the sections between them are so long they begin to feel like levels themselves. This is especially true during the next to last stage, where backtracking becomes a big part of the game play.

When you do finish the game you will be treated to one of two endings depending on which paths you took, and what areas you’ve discovered. It’s certainly a satisfying finish for the story given here. It also leaves you with a sense of accomplishment. Overall, Deadcore is a really well made game. The rare glitch aside, it functions pretty responsively. The difficulty is high, but the game feels rewarding when you complete tough areas. It has an engrossing look, and sounds that pull you into its world of uneasiness. The mechanics, for the most part are fun to use once you’ve gotten a handle on them. There are versions for all three major computer operating systems. You can play this on Windows, Macintosh, or Linux. Plus, the system requirements aren’t very high. Most computers built over the last seven years should be able to run it.

5-Bits Games has really put out something special. But I’d be remiss if I didn’t tell you that it isn’t for everyone. If you are the sort of player who is turned off by a high difficulty, you will probably not like the experience 5-Bits Games has delivered to the world. If however, you thrived on games like Dark Souls you’ll want to play this game. If you’ve got the patience, and love dystopian settings it’s certainly worth picking up.

Although you may want to purchase a spare keyboard in case you lose your cool.

Final Score: 8 out of 10