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 Post subject: VVVVVV review
PostPosted: Tue Dec 28, 2010 11:06 am 
Hi all,

I'm new to the site and would like to contribute a review of VVVVVV (http://store.steampowered.com/app/70300/) I've been working on.

I'm looking for some feedback so don't be shy about criticism.

Also, I should add I haven't structured it as a typical review, that is, I haven't divided it into clean sections.

I also have a mini-review (more of a rant) about Braid. If people like this review I'll include that. I'm also working through some other games (Donkey Kong Country Returns and Super Meat Boy) so could review those soon too.

Hope you enjoy it.

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VVVVVV is an indie game developed by Terry Cavanagh of 'Don't Look Back' fame. Similar in its blocky visual style to 'Don't Look Back', VVVVVV succeeds exactly where this earlier game does; finely tuned gameplay and an unexpectedly immersive world.

While VVVVVV's story is not particularly deep, it does have its charm. A crew of six (each with a name beginning with V, thus VVVVVV) are piloting a spaceship when they encounter some kind of cosmic turbulence. The crew become separated across the game's world and it's your job as Captain Viridian to seek out and return the crew to the spaceship.

The key gameplay element here is that you're able to 'flip' your character up on to the roof and back to the floor at will. Gravity itself doesn't change (other characters stay fixed to the floor, for example) but essentially up is now down, with falling upwards not only possible but essential to the game. Further, your character is unable to jump. The flipping mechanic in place of jumping forms the basis of very clever platform-puzzle gameplay. For example, a small, easily-jumpable block may be in your path. Instead of jumping, you'll have to flip up to the roof, walk along it, and flip back down. Throughout the game, you must navigate mazes, overcome obstacles and navigate your way into (and out of) death-inducing locations.

While there are a great deal of areas confidently employing only the switching mechanic, certain areas introduce other elements. At one point, you'll have to guide another crew member along who is unable to flip up. There are also lines that, when touched, change your orientation. Flipping up into one of these lines flips you back down, for example. You'll need to carefully think about your orientation relative to when you'll encounter them. These elements are used effectively enough to let you feel comfortable without thoughtless overuse. Guiding the other crew member is thankfully short and sweet, with no frustration setting in as is common with escort missions.

One aspect I found quite liberating while playing VVVVVV was the frequent number of checkpoints. Checkpoints are present on virtually every screen. If you die, you re-appear at the most recent checkpoint, with no penalty for death. Each time you die you're aware of what you did wrong, with an idea of how to fix it. While the game is unapologetic about killing you numerous times, it never feels like the fault of the game, but perhaps that you should have pressed left a split second earlier. The controls are very responsive and the difficult sections are less about random attempts and more about learning from mistakes. (Unlike, for example, the wii remote not correctly reading your roll in Donkey Kong Country Returns.)

One negative that just slightly bothers me about VVVVVV is the addition of in-game trophies/achievements. These feel tacked on, as though the designer was following the trend of achievements rather than genuinely believing these would add to the game. For example, one achievement is to complete the game without dying; this doesn't really represent what I thought the game was about. I tried to enjoy and explore each section in its own right, without worrying that I'd died ten or twenty times on one puzzle. It's one point not in VVVVVV's favour, but it's very minor. (I'd like to expand more on this point; I may write an article about it.)

A further complaint voiced by some others is that there are some very sparse areas, included perhaps only to increase the size of the world map. I don't think these areas were unintentional, nor that they take away from the experience. The Metroid series is known for its large areas with frequent backtracking; VVVVVV requires less backtracking and encourages exploration just as effectively.

I must also mention the all of the sound in VVVVVV. While the sound effects are more than adequate, (the 'unhappy' sound springs to mind as a standout) the soundtrack is particularly well suited to the game. Using typically electronic sounds, it wonderfully provides the feeling of being lost somewhere in the vastness of space and demonstrates the level of attention to detail present during the design of the game.

The main game itself will only take about 3 or 4 hours to complete, but it's time very well spent. The puzzle elements are extremely clever, and there's an great sense of satisfaction when a difficult section is completed. We should all keep an eye on Terry Cavanagh; he's shown again how successful a simple idea well executed can be and I'm eagerly looking forward to his future games. Check out his other games too at http://distractionware.com/blog/

4/5


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 Post subject: Re: VVVVVV review
PostPosted: Wed Dec 29, 2010 3:05 pm 
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Joined: Thu Aug 13, 2009 7:13 pm
Posts: 1083
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Part of me wants to abuse you, another part is quietly applauding. I'm vexed.


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