Category Archives: PlayStation Network

Möst Wöndërfül

First some speed and then a leap into the unknown

The beginning of this Saturday has been quite jovial. I chose to play Type:Rider, which is a French 2D art platformer that was included in this month’s PlayStation Plus pile. It touts itself as a typographical video game, and it stars a happy little umlaut (or perhaps it’s a colon?) that rolls and jumps its way through mankind’s character, font, and printing history ranging from ancient cave paintings to modern day digitization. Along the journey, there are plenty of famous typeface letters to collect, including asterisks that open up really rather interesting little articles about the pioneers and innovations of the printing industry. It’s fun and educational; not bad!

The minimalist, stylishly designed stages are full of woodcuts, lithographs, posters, and typefaces. Traversing them is all about honoring the laws of physics, except when they make you curse physics altogether. The player’s two rolling dots are capable of jumping and rotating in the air but it’s quite tricky to keep them in perfect control. Inertia is your best friend but when it either runs out or there’s too much of it, you usually take a wildly spinning plunge into oblivion. Thankfully there are loads of checkpoints, and the game isn’t that challenging to begin with. Every now and then, there are also lightweight puzzle rooms where you have to free a third dot and then push it to a pedestal that enables you to proceed.

All the collectible letters can be found with relative ease, and even if you go after all of them, the game shouldn’t take longer than about two and a half hours to complete. One hour more, and I even managed to unlock all of its trophies. Those who want more can still improve their automatically tracked completion times or head to a separate speed run track that provides considerably more challenge for competitive gamers. Also, each stage has been split into four sections, each of which can be warped into via the in-game menu. In this game, reliving its best moments or practicing its slightly more challenging parts is remarkably quick and easy.

Even as a little snack, Type:Rider made me smile a lot. It’s original and stylish in a way that many French game developers seem to handle so eerily well. Sure, it’s also short and easy but then again, it never outstays its welcome, and it’s actually quite relaxing to play a game that isn’t constantly trying to make its player lose their cool. What a delightfully entertaining morning this has been!

Feisty Fish

Three arms and a bowl. I’M INVINCIBLE!! Until next stage.

This lazy Sunday has been all about extravagant nothing. My only accomplishment has been grabbing the last few trophies of a two-year-old indie 2D shooter Shütshimi: Seriously Swole. It’s yet another fake retro style release that was given free to PlayStation Plus subscribers a little over a year ago. Back then, its humorous angle was much appreciated but since the game always felt awfully challenging, it ended up being something I played on and off in little bursts over a long period of time. Apparently each session still taught me something, as I finally managed to complete the damn thing. To be precise, I actually finished it last week, triumphed over its boss rush mode last Friday, and spent today cleaning off its remaining few trophies.

Shütshimi’s take on shoot’em ups is amusing and brisk. You play as a totally pissed-off gold fish that defends its home waters against all sorts of maritime nasties, be they laser-shooting sharks or even underwater bears. Each stage only lasts about ten seconds, and between them you get to quickly choose between three random bonuses. Some of them are genuinely useful (say, a protective fish bowl, extra arms for additional damage, or a bouncy castle where everyone plays nice), others mostly cosmetic (a huge pile of hats), and the rest downright nasty (inverted controls, twice the size, or plenty more enemies to kill). You only get a few seconds to choose between these verbosely described bonuses, so it’s either a matter of blind luck or getting good enough to spot the ones that are practical or, in the worst case scenario, at least remotely less annoying.

At first, Shütshimi seems easy and relaxed. Every five enemy waves, a brutal boss appears. You shoot them for as much as the time allows, and if that’s not enough, it’s another five waves to survive to continue from where you left off. Even if no stage lasts longer than those ten seconds, it’s often long enough for the enemy hordes to flatten your stalwart gold-scaled hero and, since the game plays like a dream, you always have no one but yourself to blame. It probably doesn’t take longer than an evening or two to deal with the three main bosses of the game, but when you are then challenged to beat their advanced forms… I haven’t kept track of time spent with this one but as mentioned, it’s a game that has been steadily bugging me for a year or so.

While the indie scene is hopelessly crammed with these pixel-art forays, Shütshimi was a pleasant little surprise. It’s a simple, challenging game that I ended up coming back to over and over again, just like back in my youth when some games were equally brutal and yet somehow inexplicably compelling. I guess that’s the best recommendation I can give.