Randall – PAX East 2016 Hands-On Preview

<p><em>Randall<&sol;em> is a 2D metroidvania-style action platformer developed by Mexico based indie studio&comma; We The Force&period; You &lpar;unsurprisingly&rpar; play as Randall&comma; a badass &lpar;and mildly schizophrenic&rpar; anti-hero taking on a corporation responsible for brainwashing everyone in a future dystopia&period; Unlike the majority of 2D metroidvanias currently flooding the indie game scene&comma; you do not level up&comma; or gain additional powers to unlock new areas&period; Instead&comma; you make your enemies do that for you&period;<&sol;p>&NewLine;<p><img class&equals;"aligncenter size-large wp-image-105421" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;04&sol;03184112&sol;banner-1024x512&period;jpg" alt&equals;"banner" width&equals;"1024" height&equals;"512" &sol;><&sol;p>&NewLine;<p>In addition to <em>Randall<&sol;em>&&num;8216&semi;s basic parkour abilities and melee attacks&comma; he defeats foes by putting his mind to it&comma; literally&period; After performing a kind of telekinetic &&num;8220&semi;stun&&num;8221&semi; attack&comma; you can leap onto enemies&comma; &&num;8220&semi;Yoshi&&num;8221&semi; style&comma; and make them do your bidding&period; During my demo&comma; which was created specifically for PAX East&comma; I was able to control three different enemies&comma; each of which served a specific purpose&period; The first was a sort of hulking guard&comma; which could be defeated through regular melee attacks&period; However&comma; it was much more fun mind-controlling him in order to use his heavy ranged attacks on his fellow guards&period; I also later encountered a flying enemy&comma; which was useful when traversing large gaps&comma; and a spider-like mech that I used to dig underground in order to avoid booby traps&period; After you&&num;8217&semi;re finished toying with your enemies&comma; you can press a button to use them one final time&comma; as a way to slingshot yourself in any direction&comma; a useful trick for walking enemies into imminent death while escaping yourself&comma; unscathed&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105422" aria-describedby&equals;"caption-attachment-105422" style&equals;"width&colon; 1024px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-105422 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;04&sol;03184055&sol;image04-1024x562&period;jpg" alt&equals;"image04" width&equals;"1024" height&equals;"562" &sol;><figcaption id&equals;"caption-attachment-105422" class&equals;"wp-caption-text">&lpar;Randall&comma; We The Force&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>Putting enemies to work is a cool new dynamic in the heavily saturated world of metroidvanias&comma; but it did feel somewhat limited&period; You are only able to control one enemy at a time and you must ride them while controlling them&comma; instead of controlling them remotely&period; Although not nearly as demanding&comma; <em>Randall<&sol;em> does attempt a sort of <em>Super Meat Boy<&sol;em> approach to defeating areas&comma; allowing immediate &lpar;and infinite&rpar; respawns at checkpoints after dying &lpar;which does happen often&rpar;&period; Unfortunately&comma; the controls felt a bit cumbersome and not as tight as they should be&comma; leaving me struggling to perform a &&num;8220&semi;dash&&num;8221&semi; jump that awkwardly required at three-button input&period;<&sol;p>&NewLine;<p><iframe src&equals;"https&colon;&sol;&sol;www&period;youtube&period;com&sol;embed&sol;BC5LnnWh498" width&equals;"560" height&equals;"315" frameborder&equals;"0" allowfullscreen&equals;"allowfullscreen"><&sol;iframe><&sol;p>&NewLine;<p>It should be noted however that the build I played was not representative of the final version&comma; which should be arriving on Steam &lpar;where it&&num;8217&semi;s already been Greenlit&rpar; and PlayStation 4&period; With a price point mostly likely somewhere between &dollar;12 and &dollar;15 and a length between 5 to 6 hours&comma; I&&num;8217&semi;m very much looking forward to the final&comma; polished version of of the game when it launches simultaneously on both platforms later this year&period;<&sol;p>&NewLine;

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