VVVVVV
- Developer/Lead Designer: Terry Cavanaugh*
- Release:
- PC: 11 January 2010
- Nintendo 3DS: 29 December 2011
- Genre: 2D Action/Adventure
- Players: 1
- Rarity/Cost: DLC, US$5
In VVVVVV, you play as Captain Viridian, a grayish-blue humanoid who is forced to evacuate his spaceship along with his crew, only to come out the other side sans crew. It is then up to you to rescue the remaining five members of your crew, wherever they may be. And how is this to be done? Why, in the context of a 2D platformer, simple enough. The game is divided into an open world which you get to explore at your leisure, and various sub-levels in which your crew members may be found. Ah, a Metroidvania format, nothing we haven't seen before. Oh, and instead of jumping, you get to flip the gravity to get past obstacles.
Wait, what?
Yes, because jumping is too mainstream, pressing the action button (default: spacebar) flips Captain Viridian from the floor to the ceiling or vice-versa. This is not a new concept in gaming controls, having been represented in titles like Metal Storm (NES, 1991), Wendy: Every Witch Way (GBC, 2001), and Messr. Cavanaugh's own freeware title, Sine Wave Ninja (PC, 2009). But VVVVVV goes all-out with the concept, since nearly everything in this game revolves around this manoeuvre. After having eased you into the game's mechanics by letting you explore parts of the game freely, new concepts are thrust upon you, primarily in the aforementioned sub-levels. Tricks are introduced at just the right pace, like wrap-warping from one side of the screen to another, lines which automatically flip you upon touching them, and spikes.
Later areas gradually introduce you to concepts like wrap-warping. |
If you remember the beginning of this article, I didn't write that spiel about the Commodore 64 just to fill up space. VVVVVV does, in fact, draw inspiration from the aesthetics of the C64 and its software. The visuals are presented in a limited colour palette, individual objects are drawn solely in shades of the same hue, and instead of camera scrolling, each room in the game's map fills the screen area, no more, no less. And you know what? I kinda like this approach. Each room has a different name (courtesy of the guy who made QWOP, no less), and non-spiky obstacles are patterned after these names. You can expect to dodge ghosts, clouds, stop signs, and even words and numbers in your journeys. I don't know about you, but that leads to far more memorable experiences than just facing down identically-uniformed humanoids.
It's nice to see creativity in the colours and object designs. |
...
So yeah, VVVVVV. Yes, its controls may be overly-dependent on fast-twitch timing, and may occasionally be a bit slippery. Yes, it may be a little short -- I managed to finish a bare-bones run in just over an hour, in one sitting -- if you don't spend any time hunting out the optional Trinkets or playing the unlockable challenge mini-modes. Yes, being trapped in those cut-away sections drags down the pacing a bit, keeping you from the freedom of exploration until you finish them. Although, I will give them credit for eliciting an emotion of desolation. And yes, this business of spikes killing you when you simply brush up against their side needs to stop. But by all other accounts, VVVVVV is a well-oiled machine that pulls you into the zone with just a few rooms. Maybe it's Magnus PĂ„lsson's club-ready chiptune soundtrack that does the trick. Or maybe it's the pacing which puts you back in the action as soon as possible after each mishap which keeps the intensity flowing. Either way, it's got all I could ask for in a platformer: something innovative, something thought-provoking, and above all else, being really, really good at what it's supposed to be.
Positives:
+ Delivers many variations on a simple gameplay mechanic.
+ Frequent checkpoints balance out its difficulty.
+ Creative characters and room names.
+ A thumpin' chiptune soundtrack.
Negatives:
- The cutaway sections drag down the pace a bit.
Control: 3 trinkets out of 5
Design: 5 trinkets out of 5
Graphics: 5 trinkets out of 5
Audio: 5 trinkets out of 5
Control: 3 trinkets out of 5
Design: 5 trinkets out of 5
Graphics: 5 trinkets out of 5
Audio: 5 trinkets out of 5
Value: 3 trinkets out of 5
The Call: 95% (A)
[1] Rose, Michael (2010-01-06). "Intervvvvvview: Terry Cavanagh". IndieGames.com.
The Call: 95% (A)
[1] Rose, Michael (2010-01-06). "Intervvvvvview: Terry Cavanagh". IndieGames.com.
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