March 5, 2014 Leave a comment
Wind-Up Knight is a pretty decent game, and Ouya is in short supply of those. I figured I should say that in the first sentence of this review since I have a lot of not-so-nice things to say about it. It’s yet another take on BIT.TRIP RUNNER, a game so frequently cloned that it’s posed to be a genre in and of itself. Not that there’s anything wrong with that. Gamers really need to remove the corks from their blowholes regarding the issue. Popular games get cloned. They have since the dawn of time. Some people seem to think indies shouldn’t be subjected to this, out of respect or something.
Oh God. Good times.
Seriously, what planet are you guys from? All forms of entertainment are based on the principle of monkey see, monkey do. And in the case of indie games being copied, it really doesn’t bother me because this is how genres get established. In the case of Ouya, BIT.TRIP isn’t on here. Never mind that there probably isn’t a single person on the planet who owns a Ouya but doesn’t own a platform that you can find RUNNER on somewhere. That’s not the point. Personally, I think it’s cool that a reasonably good facsimile of RUNNER is on the little indie box. Cool in the same way that someone with one of those fully functional Optimus Prime cosplay costumes is, the ones that make you stare in awe and wonder “how the fuck did he make that out of caulking and used paper towel tubes?”
Not that Wind-Up Knight tries to copy BIT.TRIP entirely. To its credit, it really does try to be something more. Unfortunately, “more” involves micro-transaction oriented upgrades. Yes, you can earn the cash to get these over the course of the game, and maybe most players will do better at it than I did. I’m a busy person, and I was trying to fly through Wind-Up Knight as quickly as possible. Hell, I completely forgot about the upgrades until there were only a few levels left. At which point I bought a sword that shoots a beam out that kills enemies quite far from you. I guess my forgetfulness was lucky in this case, because that sword pretty much stripped more than half the difficulty out of the game. I call this the “scissors on a tube of toothpaste effect.” But, if I hadn’t forgotten about the upgrades and had at any point purchased anything, I almost certainly would never have owned that sword unless I paid extra for it. It makes it feel like a free-to-play mobile game, which it in fact is.
Wind-Up Knight’s biggest problem, besides doing that thing most decent Ouya games seem to do where the seams from the game’s mobile roots stick out like a sore thumb, is the difficulty curve. Too often, a moderately challenging stage is immediately followed up by multiple levels that could be generously described as a cakewalk. (By the way, that term has meant “something incredibly easy” since the 1860s. Who even knew they had cake back then?)
Or maybe not. Until the 47th level (of 48 total), I absolutely flew through Wind-Up Knight, which is weird because I got off to a rough start over the first ten or so levels. The same thing happened to me with BIT.TRIP RUNNER 2. I have to consider the possibility that I just got really good at it. Then it took me a few days to finish level 47, though a combination of seizures and having my annoying boyfriend around might have had something to do with that. Funny enough, once I beat that stage, I cleared the final level on my third attempt. Sadly, it was unquestionably was easier, and only serves as the final stage because the graphical backdrop is more climatic. Sigh.
Oh, and in the really petty complaint department, I have a policy at Indie Gamer Chick that I pay for all the games and avoid demos. The Ouya obviously isn’t a system suited for this, even though you can now purchase a game without the mandatory play through. So I purchased Wind-Up Knight for $7.99. After finishing the first book, it gave me the option to purchase it for $4.99. I don’t know why, but that really pissed me off. It’s like punishing me for buying it earlier than expected. A lot of games do this, and trust me developers, it always annoys the consumers. Stop doing this.
You know what though? I would be lying if I said I didn’t really enjoy Wind-Up Knight a lot from start to finish. It’s a pretty satisfying game. With a PlayStation 3 pad, the controls were responsive, the graphics worked, the level design was mostly good (unavoidable GOTCHA! style traps don’t appear until the very end of the game), and there’s plenty of extra challenges to extend the gameplay. Where Wind-Up Knight falters most is in personality. Or, more specifically, not having any. Characters are bland, writing is bland, levels look bland, weapons look bland, the music is bland, and the sound effects are bland. It’s almost tiring in how joyless the atmosphere is. Wind-Up Knight was inspired by BIT.TRIP RUNNER, but the inspiration begins and ends with gameplay. It has none of the charm or quirkiness of BIT.TRIP, which is one of the major attractions of that franchise. The developers at Robot Invader are making a sequel, and if they take away only one thing from this review, I hope it’s this: have more fun making it. I can always tell when developers were too serious when developing a game, and I suspect that’s what went wrong with Wind-Up Knight. So please, pull the sticks out of your asses and put them where they belong: up Ben Kuchera’s ass.
$7.99 (Grumble) said Robot Invader could make me feel less butt-hurt over that extra $3 I spent by donating the difference to Autism Speaks in the making of this review.
Wind-Up Knight is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard. I also played the iOS and Android ports, and they also are Chick-Approved. Levels 13 through 48 can be unlocked for 1,200 “notes” (in-game currency) or $1.99 for each pack of 12. Go with the Ouya version if that’s an option.