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Soul Power: ‘The Surge’ is a Valiant Attempt at the ‘Dark Souls’ Formula

Overall The Surge isn’t the Dark Souls killer that some thought it would be. While the core ideas are all in working order, there’s simply far too many minor issues with enemy ai, balancing, and pacing to put this in the same league as From Soft’s masterpieces.



The Surge
Developer(s): Deck13
Publisher(s): Focus Home Interactive
Platform(s): PlayStation 4, Xbox One, PC
Reviewed on: PC
Release date: May 15, 2017

Since its release there have been dozens of games that have attempted to ape the style of Dark Souls, to the point that we now have an entire subgenre known as Souls-like. The idea is always the same: ultra difficult gameplay with equal parts risk and reward that tasks the player with moving through hostile environments occasionally stopping to resupply and rearm at the cost of re-spawning all enemies. Progression is always tied to trial-and-error as the player learns enemy attack patterns and level layouts culminating in extra difficult boss fights. Despite the outpouring of tributes few games have actually managed to come close to From Soft’s games, with one of the more notable attempts being Lords of the Fallen by Deck13, which might’ve failed in many areas but it actually understood what Dark Souls was all about. Now three years later Deck13 are trying the formula again with The Surge, moving the action from fantasy into sci-fi and attempting to fix the mistakes Lords made. Have they managed to create a competitor to the Dark Souls crown, or is this just a cheap mechanical ripoff.

The story starts similar to Half Life, with you sitting on a train while a disembodied voice goes on and on about how great Creo Enterprises is. Shortly thereafter you’re introduced to your playable character, a man named Warren confined to a wheelchair who’s starting his first day with Creo. While most jobs start you with an orientation package and a chat with HR, Creo apparently likes to kick things off by bolting a mechanical rig straight into your body without sedatives, although afterwards Warren can walk again so it almost seems like a fair trade. The only downside is you awaken to the entire factory going haywire and now everything, and everyone, in sight wants to kill you. This might go down as one of the worst first days on the job in gaming history.

Sure Creo gives you your legs back, but then it tries to kill you, so maybe they aren’t so great.

There isn’t much to the plot in The Surge, and this quickly becomes one of the game’s bigger issues. It’s not always clear where you should be going or why and it’s incredibly easy to find yourself wandering around aimlessly until you accidentally stumble on the way forward. There are a few NPC survivors that you meet throughout the facility, as well as the occasional voice of a man claiming to be Creo’s CEO telling you where to go, but overall the story takes a hard backseat to the gameplay and never really gets going. At most you’ll get bits of lore through discarded audio logs or the occasional Creo infomercial with an appropriately annoying PR guy repeating how great Creo is while it’s very employees try to rip off your limbs.

There’s a lot of limbs being ripped off throughout the game. While combat is familiar to any Souls veteran, Deck13 have made a commendable attempt to change the formula. Like Fallout, you have the ability to target enemy body parts, and after dealing enough damage to them you can expend energy to rip them off in spectacular fashion, killing the enemy and netting you whatever armor or weapon that was attached to that limb. If you don’t want or need that limb you can change your targeting to an exposed area, allowing you to deal out massively increased damage but with little reward. Rather than strong and weak attacks you instead have horizontal and vertical moves, with certain enemies being more vulnerable to one over the other. Using the same style of weapon over and over again also increases your proficiency with that weapon type which nets you a small bonus to damage.

With little narrative to go on, the game outside of combat largely just becomes about exploring the Creo facility, and this is both one of The Surge‘s greatest strengths and weaknesses. The positive is that the level designs are often fantastically well done, with snaking side paths and shortcuts that become clearer the more time you spend in them. The levels often boil down to spending three to five hours figuring out how to clear a level in just a few minutes, and when that final path opens up it’s a genuinely rewarding moment. Each level only has one safe room, rather than Dark Souls‘ bonfires that appear throughout areas, so finding faster ways back to the start of the level becomes crucial when death is around every corner. Beyond that, the detail put into the levels is quite well done and you can easily get the sense that something really wrong has happened and the place is falling apart around you.

Contact with most survivors comes in the form of audio logs and phone calls.

Unfortunately, it’s not all good, and the biggest problem with the levels is that they quickly all start to look the same. The Surge isn’t procedurally generated, but at times it certainly feels like it as you trudge through the same looking dark corridor or machine yard for the fifth or sixth time. That might not have been a huge issue, but the game isn’t that long either and there’s only a half-dozen or so levels, so when parts of them all feel the same it wears on you fairly quickly. This doesn’t compound well with the aforementioned narrative issues either, meaning that there’s quite a bit of aimless wandering as you try to figure out where you have and have not been, occasionally stumbling into an ambush and losing an hour’s worth of scrap.

Speaking of ambushes, this game loves them. The Dark Souls games have occasionally used cheap tricks, often in early levels to trip up new players, but most enemies and traps you can see coming which allows you to prepare. The Surge revels in its hidden enemies, and you’ll quickly learn to check every corner and smash every box as you proceed. While this does create the occasional cheap death, the much bigger issue is how enemies constantly seem to adjust themselves at the last minute to hit you, even if it looks like they shouldn’t have. Several times it felt like the game was almost cheating as I took a hit that it looked like I had dodged just because I moved instead of using the dodge button. It isn’t every time, and most of the deaths still feel like they’re the fault of the player, but some enemies were just a chore to fight because their attacks always seemed to land regardless of where you were.

As for the enemies, there’s not a huge variety, but the few that are here are reasonably well made. There’s the humanoid enemies, humans trapped in robotic rigs like Warren, only driven mad for some reason. These make up the bulk of your foes and are usually the most interesting to fight as they use different tactics and weapons. Then there are the various robotic enemies, and these range from the annoying to aggravating. Some have front shields that mean you have to kite them until you can get a shot in, while others are just flying drones that go down in one or two hits. The enemy groupings are usually the more challenging part as you try to only get one or maybe two to follow you while leaving the rest behind. Then there are the bosses, and anyone hoping The Surge offers a boss rush like the Souls games do will be disappointed. While the bosses are the classic combination of easy to figure out/ hard to execute attack and move strategies, there’s sadly only a small handful of them to face in the game. There appears to only be one boss per level, amounting in a half-dozen or so at most.

Some enemies require tactics and maneuvering to find their weak spot rather then attacking from the front.

Finally, there’s the leveling system. Killing enemies nets you scrap, which can either be used to level your character or combined with blueprints and manufacturing supplies to craft new armor. Leveling your character increases your stats, but also lets you override certain security systems around the facility as well, acting as the game’s level balancing to keep new players out of areas. Unlike the Souls games, there are no specific stats to level up and all weapons can be used from the get-go, however, to increase your power you’ll need to use bionic implants, which come in several different flavors. There are injectable implants, which act as healing and restoration items, hot-swap implants that give you small boosts that can be switched out on the go, and implants that require surgery at the med station but grant massive bonuses and new abilities. You only have so many implant slots that increase slowly when leveling, so deciding on whether you want to be able to see enemy health bars or heal yourself more factors into every expedition.

Graphically The Surge gets by just a little more on style over actual graphical fidelity. As mentioned many of the areas feel similar, but the actual amount of detail is impressive. The unique areas have a lot of character to them and feel convincingly like a factory gone wrong. Even more impressive is the detail in the items, and realizing that the giant mace you’ve been swinging around is actually a controller for some long dead robot is just one example of the excellent design work that’s gone into the inventory. Every item in The Surge has this overwhelming feeling of realism to it that fits in well with the narrative without taking anything away from its usefulness as a videogame item. Animations are generally well done, however a major issue is that you can’t often stop animations once they’ve started, which can land you in awkward situations in some combat scenarios. The special animations for killing moves almost make up for this by being completely brutal and thrilling to watch each time, but spinning off into a pit because you lost control of your weapons can be grating at times.

Finishing moves are downright brutal, but net you rare items and resources

Everything else aside from the audio work in The Surge is excellent. From the dull thudding of robotic suits to the low hums of automated workers milling about and the various ambient layers that sell the mood of each location, the game becomes a mechanical and industrial treat for the ears. Weapons sound heavy, and each hit has noticeable bass and treble, making the lows really low and the highs perfectly high. The true standout is the enemy sound design, with human enemies screaming at you with distorted voices that portray equal parts rage, confusion, and sadness, while the robotic enemies whirr, and chirp as they spin up their deadly weapons. There’s not much in the way of music, other than a country song that plays quietly in each med station, but the few background tracks work well and give the game a somber mood. Similarly, there isn’t much voice acting, but what is here is mostly well done, with a few noticeable exceptions for some side characters.

Overall The Surge isn’t the Dark Souls killer that some thought it would be. While the core ideas are all in working order, there’s simply far too many minor issues with enemy ai, balancing, and pacing to put this in the same league as From Soft’s masterpieces. However, this is a considerably better effort than most games that try for this style, and at times it’s downright commendable. It’s clear that Deck13 learned from their mistakes on Lords of the Fallen, and at this rate one or two more attempts and they might have a winner. In the meantime, The Surge is a valiant try, and worth it for anyone looking for just a little more Souls action, but never really gets beyond an imitation of a better game.


Andrew Vandersteen has been watching movies and playing games since before he could do basic math, and it shows. But what he lacks in being good at things, he makes up for with opinions on everything nerd culture. A self described and self medicated audiophile and lover of anything and everything really, really terrible, he's on a constant quest to find the worst things humanity has ever published. He's seen every episode of The Legend of Zelda, twice, and thinks the Super Mario Movie was a war crime. When he's not playing games or writing about them, he's messing around with audio or fixing computers. Perpetually one paycheck short of breaking even, and always angry about something.

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Game Reviews

‘Super Mario 3D All-Stars’ Defines Three Incredible Generations

Super Mario 3D All-Stars is the best bang for your buck compilation that the Super Mario Bros. franchise and the Nintendo Switch currently has to offer.



Super Mario 3D All-Stars

Super Mario 3D All-Stars Review

Developer: Nintendo | Publisher: Nintendo | Genre: Platformer, Action | Platforms: Nintendo Switch | Reviewed On: Nintendo Switch

After nearly half a year of rumors, it was no surprise that Nintendo was going to jump up super high with another compilation title on their red plumber’s next special numbered anniversary. It’s absolutely undeniable to say that Super Mario 3D All-Stars is the best bang for your buck compilation that the Super Mario Bros. franchise and the Nintendo Switch currently have to offer. However, there are still a few pesky problems that persist through its leaking warp pipes. Nonetheless, what you are getting here is three updated masterclass retro classics that I probably don’t have to sell you on.

Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy are not only some of the most critically acclaimed titles on their respective systems, but they’re also among the most influential games ever made. Having all these platformers on one modern console handheld hybrid system sounds certainly promising, but how do they hold up in comparison to other games out on the market today? Is this really the best way to play these three classics? Have they been obliterated by time? Of course they all still hold up exceptionally well, but there are some upsetting answers to be found. Veterans and newcomers of Mario’s three-dimensional adventures will be rather pleased though by what is being offered in Super Mario 3D All-Stars.

3D All-Stars is a great best-hits package that can sometimes skimp out on features and upgrades, but it’s simply exceptional nonetheless.

Taking it all the way back to the past, 1996’s Super Mario 64 still holds a candle to many of today’s modern platformers as it flaunts its rebellious spirit through open environments and selective mission paths. The Nintendo 64’s shining star is just as good as you’ve heard or remember it to be. Despite some of its troublesome camera rotation and weird analog movement, the first three-dimensional Super Mario title still lives up to that high standard you would expect from a Nintendo release. Even after all these years, Super Mario 64 still comes out on top as the king of its generation.

There are plenty of cleaned-up trimmings, including new textures and user interface icons sprinkled here and there that benefit the original game’s noticeably aging areas throughout it’s latest rerelease. In comparison to its bundled successors, however, Super Mario 64 received the short end of the enhanced stick. While I certainly won’t say that Super Mario 64 was utterly cheated out on receiving the gleaming treatment it deserves, in comparison to something like Rare’s remasters of Banjo-Kazooie and Banjo-Tooie, Bethesda’s recent DOOM 64 port, or even just the other games within 3D All-Stars for that matter, Nintendo’s fifth-generation golden goose has disappointingly been adapted to Switch, to say the least.

Not only is the game not in widescreen like the other titles, but the framerate is still capped at 30 frames per second. Nintendo has created an authentic experience for those looking for the same adventure players witnessed when this groundbreaking masterpiece initially hit the public, but that does not mean these features could not have been optional. Considering Super Mario Galaxy is running at 1080p, sixty frames per second, surely Nintendo could have gotten the more primitive Nintendo 64 title up to that pristine quality.

Revisiting 2002’s summer vacation to Isle Delfino was a tear-worthy experience for me that one could say was fludding with nostalgia. I am not going to lie, Super Mario Sunshine was one of the very first console games I ever owned and it is still one of, if not my all-time favorite titles out there. However, ignoring my deep-rooted connection with the GameCube, objectively speaking Sunshine may perhaps be the Mario game that benefits the most from this compilation. Not only does the game look fantastic in widescreen format and high definition like the other games, but that extra field of view increases Delfino’s sense of scale and vision. It is truly incredible how well some of Nintendo’s earliest library of sixth-generation titles hold up visually despite being almost twenty years old.

The biggest concern longtime fans of Super Mario Sunshine will have going into this collection is how the control scheme would function. As someone who has played through the GameCube release dozens of times, I can happily confirm that Nintendo has done a fine job porting the game over to Switch. For those who are unaware, Sunshine originally allowed you to dictate the amount of water pressure F.L.U.D.D. would power out depending on how far you held the right trigger in. Due to the Switch’s lack of back analog triggers, replicating the original game’s experience was going to be difficult from the get-go. Nintendo’s solution was to make the character operate entirely on full power mode. This may sound like a major change, but in reality, the old control scheme was merely a feature that was fun to mess around with rather than a game-changing aspect. Outside of the late game’s irritating casino pachislot before the King Boo boss fight, there is no other area affected by the alteration.

While Nintendo’s newest GameCube emulation is surely impressive, it may not be entirely flawless for every perfectionist’s liking. Sunshine does indeed contain some minor faults that can likely be fixed in a future patch if Nintendo ever so chooses to release one. There are two notable quirks that will bother longtime fans although it should be mentioned that these are incredibly nitpicky changes in the grand scheme of things. For one, I noticed that a specific sound effect heard multiple times before timed missions had been changed to an oddly annoying censored beep- way to make El Piantissimo and Blooper racing bother more newcomers. Secondly, during some of the Fluddless missions focused on platforming, textured blocks that players are not supposed to see can appear that indicate an object’s trajectory.

Speaking of trajectories, its time to talk about the outer space adventure veterans probably have the most questions about. To bring this library to a close, we have 2007’s astronomical hit Super Mario Galaxy– the most critically praised game in this entire package, with the highest Metacritic and OpenCritic scores out of these three monoliths. Super Mario Galaxy is definitely the closest game to hit the modern standard of Mario’s latest globe-trotting adventures. When it comes to gorgeously designed landscapes and compact areas to explore, there are times where Galaxy could quite honestly stand toe to toe with Super Mario Odyssey from a distance. On top of this, we have what is arguably the most heartfelt Mario story to date as its beautifully constructed narrative never pulls any punches with its wholesome story entirely told through chapters of short text and subcontext.

Galaxy heavily utilized the Wii remote and nunchuck, but Nintendo is offering players with quite a few ways to now enjoy the title. Both Pro-Controller and Joy-Con proclaimers can breath easy because Galaxy supports both formats. While they may not be as pinpoint accurate as they previously were, the latest control schemes are exceptional. When playing with either of these controller options, you will have to utilize either motion or gyro to move the Luma cursor used to collect star bits, stop enemies, or solve various puzzles. Since the Switch lacks the intricately designed motion controls of the Wii, the developers have smartly mapped the right trigger to reset the cursor to the center of the screen.

The only aspect of Super Mario Galaxy that can often become problematic is when the game is being played in handheld mode, but this really only applies to specific sections of the game. In regards to on the go action, the game’s motion controls have been optimized for the touch screen, however, anyone who has played the Wii release can probably tell why this would not always work efficiently. When it comes to specifically collecting star bits, Galaxy can be a nightmare to try and multitask as you have to either pull your hand away from moving the left stick or inputting basic action commands like jumping. Menus and motion puzzles work great in handheld mode and can even be easier to play at times, but it is odd that the docked and tabletop control schemes can not be used with attached Joy-Cons.

Outside of the core three titles, Nintendo has opted out of including any special modes or features, unlike some of their various other notable anniversary titles such as Kirby’s Dream Collection or even the original Super Mario All-Stars rerelease on Wii. Without the additional extra content that properly commemorates the history of the Super Mario Bros. series, this anniversary can feel dishearteningly shallow as it looks more like a hangout than a massive birthday on the surface. Aside from including each game’s incredible soundtracks that double down as a way to always mix up your main menu experience, there are no art pages, interviews, design documents, or anything significant to glance at in this collection when it comes to additional trincites to awe at.

At the bare minimum, Nintendo could have at least included each title’s original manual for players to browse through, but even that is absent here. Even Super Mario Maker’s physical release came with a special booklet for fans to peruse five years ago. The games are obviously what matters most, but for something made to celebrate such a noteworthy milestone, audiences will definitely be expecting more from a character as iconic as Mario. The Super Mario Bros. franchise has such a fascinating history with a literal ocean of trivia and art worth exploring that you can find across several official artbooks, social media platform pages, and wikis. It is truly a shame that Nintendo did not go the extra mile to include any of this when commemorating 35 years of their mascot, but once again, the games at the spotlight are what truly matters most.

Despite its minor emulation issues and missing opportunities, 3D All-Stars manages to defy three incredible generations in one worthwhile package.

With its outstanding lineup of three masterclass generation-defining titles, Super Mario 3D All-Stars exceeds in a value rightfully way above its retail price tag as it bundles together three incredible journies into one package. Whether it is your first time getting to know Mario’s fantastical world or you are coming back to relive your childhood memories, this is a special title that offers some of the finest platforming adventures the red plumber has embarked on. Outside of the fact that it is literally a limited-time release, Nintendo’s latest anniversary best-hits extravaganza is well worth running out to purchase. If you have not played Super Mario 64, Super Mario Sunshine, or Super Mario Galaxy, you owe it to yourself to experience every one of these games.

Super Mario 3D All-Stars is indeed lacking in bonus content to make this truly feel like a shebang worth celebrating, but its three games keep the entire party from ever being less than exceptional. All three games included still remain tremendously entertaining as they prove to excel upon the passage of time. Perhaps it is not the grand superstar it could have potentially been, but it will put a huge smile on any veteran or newcomer’s face as they explore Peach’s castle grounds, take on a thwarted island vacation, or skyrocket into the cosmos that have brought decades of enjoyment to audiences of all ages. Collect your coins and get it while you can or begin plotting a Bowser-like scheme to score a copy in the distant future.

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Game Reviews

‘AVICII Invector Encore Edition’ Review: Rhythm and Melancholy

‘AVICII Invector: Encore Edition’ is a music and rhythm game perfect for newcomers and fans of the genre.



AVICII Invector Encore Edition Review

Developer: Hello There Games | Publisher: Wired Productions | Genre:  Rhythm | Platforms: Nintendo Switch, PlayStation 4, Xbox One, Steam | Reviewed on: Nintendo Switch

In terms of a pure adrenaline rush, nothing tops a well-designed rhythm game. Good rhythm games let players feel a euphoric sense of flow and even excitement. But the best the genre has to offer taps into the heart of music itself. AVICII Invector Encore Edition is a rhythm game perfect for newcomers to the genre but also works as a moving tribute.

I can’t tell where the journey will end
But I know where to start

Whether it’s tapping buttons in time with the beat, smashing feet on a dance pad, or moving an entire body in front of an IR camera, rhythm and music games have always been popular. AVICII Invector Encore Edition takes inspiration from music games that came before it but stands firmly on its own. It’s wonderfully accessible, truly a music game for anyone. From diehard fans of the rhythm game genre to people who are simply AVICII fans who also have a console, Invector checks a lot of boxes.

Levels across AVICII Invector play largely the same. The player picks a track and a difficulty level, and is off to the races. They control a slick spaceship moving forward along a track, and must tap or hold buttons as the ship passes over them. This “falling jewel” style has been popular from the Guitar Hero franchise and beyond, but Invector finds ways to make it feel unique. The art direction is breathtakingly stellar, taking players on far-out trips through cyberpunk-esque cities and crumbling pathways. There are even portions of each level where the player can steer their spaceship Star Fox-style through rings and around pillars to keep their point multiplier up.

Invector feels like it’s trying to affect as many sensory inputs as it can. Though Encore Edition is fully playable on handheld mode on Switch, Invector shines brightest on a big screen with a thumping sound system. The neighbors might get annoyed, but who would hear them complaining?

Tracks are divided up by worlds, with four to five tracks each. Worlds must be cleared sequentially, by scoring at least seventy-five percent on each level in that world. While this may sound initially restrictive, Encore Edition gives players access to two extra worlds with five tracks each right out of the gate, so players have plenty to play with at the start.

There are three difficulties available, and each mode offers a different experience. For players who just want to experience AVICII’s music in a low-stress way while enjoying amazing visuals and ambiance, Easy mode is the way to play. Anything above that amps the difficulty up significantly, with Hard mode escalating the required precision to an unbelievable degree. Building up a competitive high score can only be achieved by hitting multipliers and keeping a streak going. At higher difficulties, Invector feels challenging but exhilarating. Scoring above ninety percent on any difficulty mode above Easy feels extremely good, and the online leaderboards are the perfect place to boast about that achievement. During high level play, earning a high score feels transcendent.

Worlds and levels are strung together with brief, lightly-animated cutscenes. It’s a slim justification for a rhythm game, but they’re better than nothing and provide just enough context to keep things interesting. AVICII Invector is both visually and aurally pleasing, but even if the player isn’t a diehard fan of EDM or House music, there is plenty to love.

This world can seem cold and grey
But you and I are here today
And we won’t fade into darkness

AVICII Invector is a truly fantastic rhythm game. But it’s also more than that. It is impossible to play Invector and not feel a twinge of melancholy. The game is a tribute to a hard-working perfectionist, but the man behind the music had his demons. Though the visuals are enticing and the gameplay electric, it is difficult not to feel sad from the opening credits. It is to Invector‘s credit that all throughout, the game feels like a joyful celebration of Tim Bergling’s music. It is a worthy tribute to a man who revitalized and reinvigorated the EDM and House music scene.

At the end of the day, almost every aspect of AVICII Invector reflects a desire to connect. For players connected to the internet, global leaderboards are a great opportunity to share high scores. Invector is much more forgiving than Thumper or Rez or even anything in the Hatsune Miku catalog. Players can cruise through this game on Easy mode if they want, and they won’t be punished. The Encore Edition even includes a split-screen multiplayer, which is fantastically fun.

In his music, Bergling worked across genres to expand what pop music could look like. With Invector, music lovers and players of nearly any skill level can have a pleasing experience. In video games, that’s rare, and it should be celebrated.

According to publisher Wired Productions’ website, all music royalties from AVICII Invector Encore Edition will support suicide awareness through the Tim Bergling Foundation.

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Game Reviews

‘Tamarin’ Review: Monkey Trouble

Like Yooka-Laylee before it, Tamarin flounders in its attempts to recreate its source material for a more modern audience.



Tamarin Game Review

Developer: Chameleon Games | Publisher: Chameleon Games | Genre: 3rd Person Shooter/Platformer| Platforms: PlayStation 4, PC | Reviewed on: PlayStation 4

You have to be of a certain age to recall a game like Jet Force Gemini. One of Rare’s one-off titles of the N64 era, like Blast Corps, Jet Force Gemini never earned itself a sequel but was a fun sci-fi adventure for its time. It’s this same energy that Tamarin, from Chameleon Games, attempts to channel.

Made up of former Rare staff, the folks at Chameleon Games are almost certainly the best team to make an attempt at rekindling such a long dead franchise with their spiritual successor. However, as can be the case with retro throwbacks, sometimes it’s better to ask whether you should bring back an older style of gaming, rather than if you could.

As we’ve seen with games like Yooka Laylee and Mighty No. 9, it often seems that the idea of an older game or franchise being resurrected for modern audiences is better to imagine than to actually play. While the occasional Bloodstained does come along to buck the trend, more often than not we get a game which is too faithful to its sources to make a mark or too different to rekindle that old love and nostalgia.

All of which is to say that Tamarin, while very faithful to its inspirations, never quite hits the mark that brings it to the next level. Part of this is the natural aging process, particularly of the first era of 3D platformers and adventure games which spawned on the PlayStation and Nintendo 64. While many of the games of that generation packed in endless hours of fun, so too have many of their mechanics aged terribly.

Tamarin Game Review

This accounts for Tamarin‘s weakest point, which is undoubtedly its combat. The shooting sections of the game, while channeling another Rare franchise that balanced cuteness with cartoonish violence, are just so mechanically terse that they drag the game down egregiously each time they crop up.

Like with Jet Force Gemini, players will spend much of Tamarin battling troubling insectoid enemies that threaten the peace of all of civilization. Also like the game which was such a clear inspiration for Chameleon, Tamarin brings back the clunky 3D aiming reticle. Not only is the shooting janky here, it feels downright unwieldy when you first get your hands on a firearm.

Though players can get the hang of it with a little effort and some reworking of how they see shooters, there seems to be little point in doing so. Tamarin‘s braindead AI and sparse few enemy types make combat feel like much of an afterthought to the experience, despite how central it is to progressing through the game.

To be fair, Tamarin does also bring some of the good from its spiritual forebear. The gradually growing arsenal of laser guns and rocket launchers does feel fun to play with, and the game is peppered with plenty of upgrades for the guns along the way. Sadly, then another of the Space Invaders style mini-games will pop up and derail things all over again.

Yes, there is a strange reference to yet another long gone gaming franchise here. Unlocking certain doors requires players to start from the center and aim the analog stick around firing at hovering, shifting rows of bugs. Again, it feels very unwieldy, and by the end most players will simply settle for spinning the analog stick wildly while firing with the machine gun for maximum ease.

Fortunately, more successful are the platforming sections. Making up the other side of Tamarin‘s coin, is a game more inspired by Banjo-Kazooie and Donkey Kong Country 64 than anything else. As players travel through the outside world, gathering collectibles and gaining new abilities as they go, Tamarin shows much more variety than its combat sections.

With clear cues marked on the terrain to denote which areas require upgrades or new abilities to traverse, Tamarin is generally able to point you in the right direction across its world, though a map or minimap would help matters considerably. Though the game is split into many separate areas, they often look so similar that it can make the game hard to navigate and harder to remember where previous markers were for exploration. Even a rudimentary map feature would make this far less of an issue.

Alas, the exploration flounders on occasion as well. Jumping sometimes feels a bit too flighty and can even break the game at times, allowing players to jump off of surfaces they shouldn’t be able to normally. Further, the need to hold down a button and press another to grab certain collectibles is totally unintuitive and is another feature that seems to be more or less pointless.

As such, for all of it’s cute mascot spiritedness and lovingly attributed influences, Tamarin ultimately falls short in bringing back some of the best franchises of yesteryear. Though the effort is a valiant one, Tamarin, hampered by the flaws of the games it attempts to emulate, is just too clunky in its execution.

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