I always consider myself fortunate, and lucky when a developer contacts me about reviewing their game. It dosen't matter how big, or small the game might be. It's always a nice treat for me, and it let's me know (as I've mentioned before) that I'm doing something right with my reviews. This time around it was 'Saturnine Games' that sent me an email request. In the email they asked me to review their latest XBLIG title 'Antipole'. I wasn't really sure what the game was about, but I was glad that the developer requested me to review it. I ended up playing through 'Antipole' this morning, and it took a little over two hours to complete. For a small indie game it definitely offered quite a challenge with it's anti-gravity concept. It also had an extra mode of play besides the main mode (Challenge Mode). In my playthrough I encountered many unique puzzles, and gameplay concepts that I haven't seen in a 2D side-scroller before.
Antipole is a lot like the classic 2D sidscrolling games such as the 'Castlevania', and 'Metroid' series. The developer told me that his inspiration for the game was from a mixture of both 'Mega Man', and 'Metroid' gameplay mechanics. I could definitely see what he was talking about as I did my playthrough of the main game mode. Aside from the mild similarities 'Antipole' had it's own unique puzzle solving style that involved a combination of anti- gravity manuevers, and combat. It even featured a handful of chellenging boss battles as well. The main character in 'Antipole' is a anime kind of a guy who is sporting a red hat, and red trench coat. As you play through the first parts of the game you will earn abilities for the character that include a plasma shot (gun), and an anti-gravity generator that allows the hero to defy/alter gravity in order to make it through each level. The goal of each of the 20 levels in the game is to make it to the end with the fewest deaths/least time, and collect coins along the way that will unlock challenge levels in the 'Challenge Mode'. There are a total of 8 challenges for 'Challenge Mode' to be unlocked by collecting all of the coins. The game may sound super simple from my description, but trust me I repeated quite a few of the levels numerous times while trying to make it to the end.
The controls in 'Antipole' are kept very simple, and reminded me of the controller layouts of older console controllers (NES, Playstation ...). At your disposal you have a gun that can be used by pressing (X), and an anto-gravity move that uses the (Right Trigger). The (A) button is used for jumping. Movement in the game is controlled by using either the (Left Thumbstick), or the (D.Pad). I found during my playthrough that the strength of the anti-gravity move in the game is determined by how hard, or how long you hold down the (Right Trigger). This can get very annoying at times, and pressing the (Right Trigger) too hard/soft often cost me a life causing me to have to restart the level. It honestly seemed as if there were hardly any room for error, and that the level had to be completed in a very specific way. At times I found 'Antipole' to be very unforgiving.
In the end I found 'Antipole' to be an alright game, but the unforgiving levels did bother me a good bit. I had actually did my playthrough on the normal difficulty setting, so I can imagine that 'Hard' would be quite a merciless experience. The concept of a guy who can bend gravity to solve puzzles was a pretty cool idea though. I also liked the fact that 'Saturnine Games' decided to add a totally seperate 'Challenge Mode' that used the puzzle concepts from the main game. The game does have some replay value but it mainly involves beating your best time in each level, and trying not to die so much. Overall I thought that the game was just ok. For 80 msp you get a pretty decent game.
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