You can see a lot of the DNA of their previous game, Gunpoint in here, but with a focus more on player expression. The game is designed to make you work with whatever wacky tools you have to try and clown your way through the map you are on to get to your objective, and early on especially, it succeeds at this. Problems arise, at least for me, when after you have played for a while, dominant strategies start to emerge, for example a slipstream and a stealth shield can get you through just about anything the game throws at you until you start dealing with the newer tech the game added to thwart it. Which sounds like a solved problem, but things like doors that disable tech and jammers tend to just shrink possibility space and encourage efficient play rather than expressive play. What I think might have served the game's purposes better would have been introducing elements more suited for other tools rather than turning the good ones off occasionally, but despite this criticism, I had a great lot of fun with this one and still occasionally come back to it when I want that particular kind of fun

Reviewed on Apr 02, 2021


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