<p>Regardless of your preferred input method, whether it be touchscreen, controller, or fake plastic instrument, most rhythm games are pretty much just pressing buttons when prompted. Tom-Ivar Arntzen, Art &; Game Designer (and sole employee) of Tinimations, was tired of simply inputting commands. Inspired by titles like <em>Bayonetta</em> and <em>Devil May Cry</em>, Tom attempted take the basic concept of a rhythm games and make an action platformer.</p>
<p><em>Klang</em> is a 2D platformer with a striking art style similar to <em>Outland</em>. While dual wielding &#8220;tuning fork blades,&#8221; you&#8217;re tasked with traversing levels with the left stick while both avoiding dangers and bouncing attacks back at enemies with the right stick (or face buttons). <em>Klang’s</em> platforming feels fast, fun, and responsive, with character moves reflective of <em>Ninja Gaiden</em> and <em>Strider</em>. The rhythm portion of the game also felt appropriately forgiving, utilizing a meter that helped me gauge when to wait, and when to strike.</p>
<figure id="attachment_105389" aria-describedby="caption-attachment-105389" style="width: 1024px" class="wp-caption aligncenter"><img class="wp-image-105389 size-large" src="https://cdn.bagogames.com/wp-content/uploads/2016/04/03184325/NWm8ZTq-1024x581.jpg" width="1024" height="581" /><figcaption id="caption-attachment-105389" class="wp-caption-text">(<em>Klang,</em> Tinimations)</figcaption></figure>
<p>Although the multiple layers of gameplay (both rhythm and platforming) were introduced one at a time, it still took me quite a while to be able to attain the level of mental multi-tasking required to successfully avoid taking damage while chaining together attacks. A letter grade based on performance is then provided at the end of each level, to encourage replay, much like in other combo-based action platformers. Just like in high school music class, however, I was a C student at best. Players proficient in managing multiple patterns in their head (like actual musicians) would probably have a much easier time of it.</p>
<p>Aside from my own personal lack of rhythm, my only complaint with the game was that I was provided little to no information during the entire demo. I often had no idea where to go or what to do in each level, and it was never really clear when I was even taking damage. I&#8217;m all for not holding the player&#8217;s hand and letting them figure things out for themselves, but in a game doing something completely new (like attempting to combine two very different genres into one experience), a little information would have been nice. It should be important to note however that what I played was not reflective of the final build and this could very easily change before the game is released.</p>
<p><iframe src="https://www.youtube.com/embed/51I6L05Cvjc" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p>
<p><em>Klang</em> was recently Greenlit on Steam and will be available on PC, Mac and Linux in Q2 or Q3 of this year for under $20. A console port is also likely, but has yet to be confirmed.</p>

BagoGames > Articles > Game Previews > PC Previews > Klang – PAX East 2016 Hands-On Preview
Klang – PAX East 2016 Hands-On Preview
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By Corey Atwood

(Klang, Tinimations)
- Categories: Game Previews, Opinion, PC Previews
- Tags: 2D PlatformerGamesMusic GamesPCPlayStationTop StoriesXbox
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