Upplagd: 13 november
Let alone the game's gorgeous art direction, you'd think it's a perfect metroidvania adventure, a linear game with conditional open world and backtracking. But the deeper you burrow into Insanely Twisted Shadow Planet, the more you realise its faults. Even if I'm recommending this game, I want you to know problems it has, which, for some people, might spoil the overall appeal of the game.
First things first, the developers created a lot of different puzzles, from lever pulling to some more mindbending. But there are also a number awfully cheap ones like twitch reflex puzzles. The game goes from a smooth pacing until the end of water zone to a rage quittish level of annoyance with the sections like those of Mechanical Zone where most of hard times are coming from, as it turned out, average grab and pull physics. Good thing the last world is so unique and atmospheric it straightens out the experience in the end.
Since we touched the topic of the zones' variety, I got something to say: Insanely Twisted Shadow Planet is even better at it than classic platformers like Sonic or Mario. Every zone not only has a unique design, but also functuonality. Yes, I said before several zone-related puzzles are the downsides, but nevertheless the effort to define each "chapter" is praiseworthy. There are even "horror"-kin parts!
Metroidvania aspect is not that accurate. No world hub or teleporters, predominantly bad shortcuts, and most of times you don't explore the previously unseen massive locations, but backtrack through the same tunnels to get into a plain-looking small room with an artifact.
At times this game ♥♥♥♥ed me off platinum, but a lot of effort went into this title, and one cannot simply not recommend it.