Simple, short and sweet, the old day return. |
Retro. I've spoken about this before in earlier articles
and reviews but this is a game that truly qualifies as being Retro by
definition that a Retro game is a modern game made to be styled after an
earlier/older fashion either in the core of the game or the style in which it
modelled after. VVVVVV is certainly a retro game that almost stays TOO close to
its roots and harkens from a time when games would bound to tapes and huge (but
small in data) diskettes and would invariably take a long time to load. So it
was with a great surprise that I'd pick up VVVVVV and find myself whisked back
to days long gone of Monty On The Run and the ilk.
Full Level Editor, let the replayability grow! |
VVVVVV is a platformer, probably down to its barest
possible roots as a platformer and yet is so much more within itself. As a
story, VVVVVV begins with the inevitable crashing of a spaceship which leads to
our Captain Viridian being our Captain Protagonist (That joke doesn't work so
well when the main character is called Captain...). Once evacuation of the ship
has taken place via teleportation, it becomes apparent that the other
characters are scattered all over the Dimension VVVVVV and that the main plot
of the game is to rescue these people and ultimately escape the Dimension
before it collapses and traps everyone there.
...Or run past, and leave Vitellary to feel loneliness and solitude. |
Unlike a lot of other platformers, VVVVVV has no jump.
Instead what it has is the ability to flip gravity at the touch of a button and
leave the main character either falling up or downwards. Meaning that at some
points (quite a lot of some points actually) you'll be running across the
ceiling to escape traps and enemies or flipping back and forth to avoid spike
pits (who puts them anywhere though, really?) and using all manner of gravity
switching tricks to escape death and continue onwards into the game. As such,
there's no way to reverse a flip in mid-air, once you switch gravity you're
committed until you land or hit one of the gravity lines found in various parts
of some of the levels.
It's in the room but nobody talks about it. |
Everything, graphically, stinks of the old C64 days and
like a good cheese, it stinks so nicely. For those that grew up and played the
old ZX81 and C64 games, you will find a wealth of reminders of the old days of
gaming. I cited Monty On the Run as an example earlier with the seemingly
randomly themed enemies (Teapots chasing you down...) and the usually psychedelic
colouring system for the development of levels and platforms to show the
difference between one screen and another while navigating and traversing a
level. For younger players, they may find the graphical design either to be
interesting from a historical point of view or turned off by the simplistic
style compared to many modern games of today. Their loss if they do.
You need to remember this game wraps around. |
Controls are about as simplistic as it can get, left and
right move you left and right and the spacebar can be used to flip the gravity
for Captain Vermillion. In some places you can access teleporters that let you
navigate from one part of the game to another and also signify the end of a
particular chunk of a level, usually bringing the rescued teammate home or
leading to another sub-dimension with more traps and puzzles to solve.
Interestingly there is also a dab of escort missions here and there when
rescuing other crewmates.
They defy gravity and move quickly, I love the old enemy styles. |
The game has a LOT to offer regarding exploration, level
dynamics and variation. Each new aspect is steadily introduced and then pushed
further and further in use until you're doing some very advanced and mind-bending
tasks with the new toys. What can catch some people out is that later, towards
the endgame, some of these come back and it can take a moment or two to get to
grips again with the concepts that were introduced earlier in the game.
One of the last gauntlet sessions, a vertically scrolling spike trap. |
It's a short game is VVVVVV, but having said that, it
never overstays itself and is very welcomed in that regard. Nothing is really
overused or allowed to overstay its welcome and things change and develop at a
very appropriate pace for what essentially could be a very fast game. The
regular use of checkpoints prevent a large level of frustration at beating
certain puzzles and having to re-do them so any and all progression in the game
is recorded and a welcome relief once having solved a particularly difficult situation
in platforming.
The plot is there, if you hunt aruond enough for it. |
Well worth playing, particularly if you're fan of older
games from a bygone era.