Thursday, August 15, 2019

TERRORHYTHM (NS)

Terrorhythm. I can say it is definitely a terror to play, and it's definitely got rhythm. I think what it all boils down to though is an awkward control scheme, poorly explained mechanics, and the loss of story in translation. Believe it or not, but Terrorhtyhm does have a backstory. A backstory about a music led rebellion via a protagonist who is fighting music censorship through what equates to dance combat. As said protagonist in a stationary position you must apply the beat to the music while fighting off foes through four different actions including right and left directional attacks, intermittent shield dropping beat pulses, and a range extension. By constantly pressing buttons to the beat you setup combo opportunities, and gain score standing through a feat inclusive end tally. Things like enemies killed, beats correctly hit, beats dropped, life left, combos, and a few other things included. The game features several stages with unique trance or electro-synth music tracks, and four different difficulty settings including relaxed, normal, hard, and terror. The music is actually catchy, but the gameplay not so much. All in all it's a score based leaderboard affair, but one that ultimately complicates itself through a control scheme that isn't really viable in handheld mode, nor doable in docked mode due to a confusing UI.

In "Terroryhthm" you have four main menu options. The first option you'll be forced to encounter is a calibration test. It basically calibrates your Nintendo Switch according to how well you can keep beat to the music while scoring you on your performance. After the calibration you'll be sent to the tutorial mode which tries to explain the basic function of the controls, but comes off as confusing in doing so by offering small screen text explanations, a different button press to proceed past each part, and nothing that really explains how to keep combos going or keep proper beat pacing. All I happened to figure out was that the "L", and "R" shoulder buttons do left and right attacks to enemies that enter the highlighted safe zone underneath the protagonist's feet, and that the safe zone can be extended to gain further reach to either side making the task of keeping the beat easier. That, and the "X" beat pulse which renders shielded enemies vulnerable. Let me not forget the L/R mechanics that sometimes require multiple taps for larger enemy types.

What I find problematic is that this game doesn't feel like it was meant for a handheld console like the Nintendo Switch, particularly the way the developer utilized the controls. The original PC version had the controls set to the four arrow keys making the experience more like a traditional rhythm game, but on the Switch the awkwardly spaced buttons exacerbate the already confusing nature of the rhythm focused experience. Onscreen there's not anything to help you mind the beats except for a circular center icon that lightly flashes, and usually blends in with the background. This icon is also often times obscured from view when hitting the beat pulse. In a round about, and unfortunate way, I guess I'm saying this game does not feel like it matches the gaming hardware. It's not a good fit for the Switch, and the fact it has bare minimum features without really selling the underlying lore makes it a hard pass.

The Verdict ...

I'll come clean in saying I don't know if it was my inability to grasp the feel of the mechanics or the game itself that made me think so less of "Terrorhythm", but whatever the case may be I cannot recommend it for the Switch. The controls just felt so awkward, and did not translate well, or easily so into the trailer gameplay I saw prior to starting my playthrough. Perhaps hardcore, and dedicated rhythm game enthusiasts could get something out of it in docked mode, but for me It's gonna be a pass. I cannot recommend it.



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