(STAR) Simplistic Fury, A Review Of Another Simple Plastformer Game By Paradon
What is up, fellow gamers. Iím spinachie from STAR reviews, and Iím writing the review of all reviews (or thatís how I see it). The recipient of this review is the fine Paradon, one of our lieutenant forumites He is a perfectly mature member (Except on Minecraft) but slightly underrated in the means of game making. So Iím here to review his most recent release, Another Simple Platforming Game. Does he live up to the expectations? Find out in this enticing (Not so) exciting (Not sure about this) and fun-filled (Youíre kidding) review of this game.
ASPG (This is how Iíll refer to it to save some time) is the sort of game that makes you look at yourself in a mirror, thinking youíre absolutely nutty in the head. Paradon, in this sequel to his (Questionably) most well-known game, takes the lies from the first game, and does it again with revamped action and puzzles. The game names itself simple, just waiting for someone to fall to its trap. The moment you pick up this presumably classic title, it snaps its jaws shut and rips a hole in your soft flesh. Also, to rub salt into the wound, you need about 3 lives to complete the game.
However, you must keep in mind that there is some truth to the misleading title. Comparing this game to other featured games, youíll find that youíre most likely to beat this game. But how does he accomplish making a difficult game that people are willing to play over and over? The simple explanation is that Paradon has figured that you need to balance difficulty with the fun factor. The result is a delicious latte made with the greatest of care from a steady game-makerís hands. Basically, itís the perfect example of a classic game.
While weíre on the subject of the fun factor, letís talk raw gameplay. ASPG takes Blockheadís soft handling, and makes them into a much-needed art form. With the amount of traps and beasts willing to rip your arm off, any misplaced jump could lead to a painful demise. This increases the games difficulty (More lies!) and puts a huge amount of pressure on the player. By the time you beat the game, (If you are perseverant enough to do so) I can guarantee youíll break a sweat (Or whatever odd occurrence happens when youíre nervous). But ASPG does one better for us.
ASPG takes the quirky gameplay and combines it with many other elements to provide an enjoyable game-playing experience. Every drop of sweat you leak is more than rewarded when you conquer the master of disguise. Yet, amongst the tense atmosphere and pure, hardcore gameplay, youíre inevitably finding yourself having a blast. Itís kind of like being put to work in a field, discovering a way to actually enjoy it, then finding the secret to living to living forever and being rewarded with an amount of riches that even I canít describe.
Thought the first half of the game doesnít feature puzzles, due to it being the ďactionĒ portion of the game, the second half more than makes up for it. This was the ďpuzzleĒ portion of the game. Like most of the rest of the game, it took everything you now about platforming puzzles, and threw them out the window. Here I saw concepts never seen before, even Youngcalimanís Black Widow (Check it out in the EGL, itís a great crack at the ultimate platformer). In this building like arrangement, you see yourself climbing walls, pulling wheels with psychic powers, and much more madness that would make a normal person seem like a psycho-maniac.
For a more in depth look at puzzle concepts, your order is about to be served, right after that man in black there. Anyway, ASPG has many fresh puzzle concepts. Some even use the creatorís glitches to great effect. All use ideas that have been recycled from other classic games, and reshaped to provide the ultimate brain-bending experience. Paradon even includes a rather annoying chose the right way puzzle, which definitely got some people wound up. Even I eventually found myself being untied. The puzzles also incorporated jumping, making them that much better (and more difficult).
Though some reviewers wonít agree, I think reviews should be done based on the game making guides on the forums. Henceforth, Iím including the mood to scenery relationship of this game. Coincidentally, this game is a perfect match. This gameís quirky scenery matches perfectly to the oddball gameplay, playing out like a platformer lost in time. Every puzzleís backdrop is also perfectly suited to the puzzle. The only flaw was in the beginning of the game. You were rising up a tower, and the, what should have been mild mood, was instead happy. Not a fitting mood to have lava next to you.
On a more specific note, when there was a jump over lava, Paradonís pick of scenery made the area seem tense. When you were crawling through the dark passageways under a desert, the scenery made everything feel quiet. I could keep on at this forever, but Iíll stop examples here. Basically, to sum it all up, Paradon has perfectly matched his gameplay to his scenery to create the perfect mood for any occasion (that sounds like a business motto or ultimate goal). Now, will you pay the bill in cash, or by credit card?
Just joking! You didnít think you were done with me yet, did you? Now, Iíve decided to blare on about the placement of the game. Guess what, another exemplary candidate to the gaming crown. Paradon has lived dangerously with his Simple Platforming games. The simple part is bound to turn most people off. But Paradon makes up for this in his careful placement of both items and enemies. Enemies, as Iíll go with first, are placed to provide extra challenge. For example, Archies are placed in such a way as to drive you into lava. Another is the placement of enemies in a pit. Should you destroy them now, or later? However, there are a lot of filler spaces.
Items, on the other hand, are placed so perfectly, itís like a prize winning cake. Items are placed to not make the game to simple. However, they do not make the game to difficult either. Theyíre placed right before an area where youíll need them, and not too early to allow bypassing. They make the game much more satisfying. In all, the item placement is next to perfect, and we can see here that Paradon has mastered the art of placement. Now you can pay the bill.
It has high difficult, but not too high.
Creates a fun, quirky game experience.
Excellent puzzles match the fun gameplay
Almost perfect, with only one flaw.
Perfect item placement, with a few flaws with the enemies.
Final Verdict: A quirky game definitely worthy of its featured position