The Messenger | Jan 24, 2019 | 10:59hrs | rating: 3/5
An 8/16-bit action game (it jumps back and forth between styles) that gives you a map for backtracking once you’ve reached the “end”. Some have called this a metroidvania, but in my opinion, it only uses the very worst aspects of that genre.
– GAMEPLAY: The hit-enemy-to-get-extra-jump move is a fun mechanic, but I often feel like I die unfairly due to half-wonky controls, for example when sticking to walls unwantedly, or the unclear glide mechanic. Except for one section late in the game there isn’t much variation, just room after room that you run through and kill some enemies on the way.
When the big twist comes half-way into the game, I first got excited, but unfortunately it just made the game even more repetitive with constant backtracking in old areas. (And almost never any exploration since the map shows nearly everything.)
– AUDIOVISUALLY: Initially the graphics are too retro for my tastes, and the music is actually annoying (save for a couple of good tracks). It gets better three hours in when the 16-bit style kicks in, but it’s never spectactular.
– STORY/PRESENTATION: There’s a lot of fourth wall humor that often made me chuckle (seems like no indie games take themselves seriously these days!) and although the plot is generic at first, they throw a genuinely clever twist at you later on. I think this is what makes the game for some, and why it’s gotten praise.
– MULTIPLAYER: None.
It’s not a bad game (it works in the “play while watching tv” sort of way), but exploring is super unrewarding since there are so many long corridors that give you nothing, or worse; they’re dead ends because you’re in the wrong “dimension”. I rarely get frustrated by games, but this one did it a lot. But by always using the hint system, the game recovered and had a satisfying (though oddly easy) ending.