Axel & Pixel

Axel & Pixel

released on Oct 14, 2009

Axel & Pixel

released on Oct 14, 2009

Axel and Pixel are trapped in a beautiful but dangerous dream world. If they plan to get out they must solve its mysteries. Drawn by hand and rendered in full high-definition, Axel & Pixel is a unique journey through an artist's dream. Axel and Pixel features 24 stunning chapters set in 4 different seasons, 3 vehicle minigames and many challenging puzzles.


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Honestly a pretty forgettable adventure game despite the developer's best efforts.

One of the ways developers try to spice up an all-too familiar formula is through zaniness. No seriously. Most ideas are blatantly recycled from some originating source, and so the best method of conveying “originality” is through sheer creativity.

The point-and-click or PnC genre is no stranger to this. These adventure titles were arguably the first major video game genre to gain afoot amongst mass audiences since they could be produced relatively quickly on shorter budgets. Many companies, from Sierra of yesteryear to Daedalic of present, have made a name off of their exploits here, and it’s a platform that I only see more indie developers taking advantage of.

But here, I am tasked with reviewing Axel & Pixel, an older PnC by developer Silver Wish Games that was released back in 2009. In contrast with most PnCs, Axel & Pixel isn’t narrative-focused, instead resting its appeal on the aforementioned eccentric factor. You play as the eponymous Axel, an artist who is hypnotized alongside his dog Pixel by a nefarious rat, causing the two to enter a dreamscape where said rodent holds the key to their escape. It’s not made clear whether this is simply a nightmare or an actual illusory trip brought about by the rodent (though the ending implies the former), but regardless that is irrelevant as that is all the story entails. The question remains- is the gameplay and general worldly aesthetic worth it? The short answer is yes, but only if you don't mind the lack of a challenge.

What I mean by that is, gameplay-wise, AnP isn't like most PnCs that feature hub filled with extensive (in the case of the 90s, infuriating) puzzles for you to move between screen solving. AnP is much more akin to a platformer, with each area being a self-contained level that, once beaten, cannot be returned to.

This is by no means a criticism, just a heads-up for vets expecting something akin to a Grim Fandango or Night of the Rabbit. AnP's puzzles are purely environmental, relying on players to find objects in the vista and use them with another object/character/environ via the mouse (or joystick if you are playing with console). Occasionally, there are quick-time events you will need to use other keys for, and the game throws in some racing sections involving you operating a vehicle with either the mouse or a key configuration.

It's a straightforward set-up that works well. One of the greatest things Silver Wish Games does is how they program a unique reaction for most of the incompatible interactions. What I mean by this is, usually in PnCs, when you can't use one item with another or you can't do some action, you tend to just have the main character shrug their shoulders or have some audible indication that it's a no-go. In AnP, on the other hand, 9 times out of 10 you'll get a humorous animation of one or both of the characters doing something and it backfiring. It's something I hope more developers do as it made for some surprisingly humorous moments in an already comedic game.

The only criticism I have about the puzzles is that a lot of them are straight-up linear and easy. That is to say, you have to do them one-at-a-time and, when you do get to them, the solution isn't the hardest thing to figure out. I'd be lying if I said there wasn't a sense of satisfaction, but for those craving something a little more challenging, you may be disappointed here. The presence of a hint button doesn't help this much xD.

Graphically, AnP is very unique. Those who have seen the show The Amazing World of Gumball will notice similarities- you have 2D cartoony characters amidst photorealistic backdrops that look like they were cut out of paper. Some will find this off-putting, and I won't blame you given the questionable nature of the artistic contrast (outside of maybe conveying the surrealist nature of dreams?), but for me I liked it. As I said in the introduction, you have to do what you can to differentiate yourself from the competition in an overcrowded genre, and this is one way that Silver Wish went about it. Axel and Pixel and other important NPCs always stand out from the generally murky backdrops courtesy of their pleasant shades.

If I had a criticism of the aesthetic, it would be just that- that the backgrounds are a little too dark for my liking. I get that, that may have been a thematic decision, and it certainly helps the characters pop-out, but I still feel a little more saturation would have gone a long way towards making things more pleasant. There were also times where the developers would throw in a 3D CG character, akin to those CGI atrocities you'd see in Courage the Cowardly Dog- like the scenery, I didn't have an issue, enjoyed them, and thought they served the purpose of giving a cool flavor to the AnP, but again, your mileage will vary.

The last thing I'll say on the graphics front is that, animation-wise, Silver Wish opted to go for a stop motion-style wherein characters move kind of jaggedly. This took me some getting used to, and I admittedly couldn't help but feel that it was partly done to alleviate programming more-fluid movements. But given the papery-ness of the visuals, it does fit in the end.

The sound is more of a mixed bag. The actual SFX is strong if a little repetitive, with sound cues corresponding anytime a character does an action or an NPC initiates something, though you will hear the same din each time they do. Unfortunately, the voice acting is a misfire. It's less voice acting and more just grunts given to Axel and barks to Pixel, but they are some of the most irate (for the former) and generic (for the latter) noises you will hear in a video game. I honestly wish they had gone full silent protagonist over this animalian sonance they opted for.

The music is tranquil and goes a long way towards establishing a calming atmosphere. You get a different track for each area, and the actiony parts have that appropriate adrenaline beat. It's not an OST you'll be humming after you've put down the title, but it works and supplements wherever needed.

So overall, Axel & Pixel was a nice diversion from the usual onslaught of AAA and indie madness. Here you get a smaller-scale title with a lot of love put into it, featuring some of the funniest environmental humor I have ever experienced. Solid PnC gameplay, easygoing puzzles, and an appropriately-priced runtime add up to a recommendation in my book. Just keep in mind the strange graphical mash-up, some annoying sound choices, and the lack of a real challenge.