We’re All a Little Mad – The Madness of Little Emma Game Review

<p>With the success of <em>The Binding of Isaac<&sol;em>&comma; there are many indie developers determined to craft surreal adventures with a bleak and disturbing twist on the fantasy epic&period;<em> The Madness of Little Emma<&sol;em> is the latest in the randomised dungeon crawler genre that hopes to set our world on fire&period; Will it steal the shining light from <em>The Binding of Isaac&quest;<&sol;em> Or should it be left in the darkness of your basement&quest;<&sol;p>&NewLine;<figure style&equals;"width&colon; 800px" class&equals;"wp-caption aligncenter"><img src&equals;"http&colon;&sol;&sol;cdn&period;akamai&period;steamstatic&period;com&sol;steam&sol;apps&sol;418150&sol;ss&lowbar;70a95f0e0cc45972eb8e987bc1774d70e56ea931&period;1920x1080&period;jpg&quest;t&equals;1451167781" alt&equals;"" width&equals;"800" height&equals;"450" &sol;><figcaption class&equals;"wp-caption-text">These guys look friendly enough &lpar;The Madness of Little Emma&comma; Bartosz Bojarowski&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p><em>The Madness of Little Emma<&sol;em> is a 2D&comma; side scrolling roguelike&comma; and incorporates many concepts that were found in the <em>Binding of Isaac<&sol;em>&period; Players are tasked with exploring a complex system of dungeons&comma; which are dynamic and change with each playthrough&period; There are secrets to reveal&comma; various&comma; disgusting enemy types and bosses to conquer with bizarre power-ups in the form of lollipops&comma; bras&comma; and a cool looking fedora hats&period; Players will engage in an unpredictable world filled with twisted glee as our hero Emma battles through this dark adventure in order to find her missing brother&period;<&sol;p>&NewLine;<p>This sounds familiar doesn’t it&quest; The entire game is pretty much a clone of <em>Binding of Isaac&comma; <&sol;em>simply seen from a sidescrolling perspective rather than top-down&period; Even the HUD is laid out like <em>Binding of Isaac<&sol;em> with health&comma; bombs&comma; and a power-up counter&period;<&sol;p>&NewLine;<p>I personally don’t mind as it’s trying the same formula in a different light&comma; but this is the real question&colon; Does this structure of gameplay work as a side scroller&quest; Yes and no&period; The world is certainly captivating to the point where it can be rather disturbing&period; Sights such as little children hanged with puddles of urine underneath them can unsettle even the most hardened gamer&period; The world certainly looks and feels the part with a creepy and unsettling vibe&period; This is thanks to the beautifully detailed game world and a brilliant soundtrack&comma; which both create an intense atmosphere&period; However&comma; the creature designs are nothing enticing&comma; nor do they feel like much effort went into fleshing them out&period; They lack identity and feel like any old pixel art seen on Deviant Art&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 800px" class&equals;"wp-caption aligncenter"><img src&equals;"http&colon;&sol;&sol;cdn&period;akamai&period;steamstatic&period;com&sol;steam&sol;apps&sol;418150&sol;ss&lowbar;7a0c5a26a7ed18dafd79597ffafa518ba6089c6f&period;1920x1080&period;jpg&quest;t&equals;1451167781" alt&equals;"" width&equals;"800" height&equals;"450" &sol;><figcaption class&equals;"wp-caption-text">&lpar;The Madness of Little Emma&comma; Bartosz Bojarowski&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>The game’s overall design will ensure you’ll be replaying it a fair few times&comma; but <em>The Madness of Little Emma<&sol;em> falls short due to some ill design choices&comma; making the game unfair in many respects&period; Many difficult games such as <em>Volgarr The Viking<&sol;em> present an incredible challenge and strict punishment&comma; but they&&num;8217&semi;re fair and never restrict your skills or the use of mechanics&period; Not to mention they offer a good sense of reward and accomplishment&comma; too&period; <em>The Binding of Isaac<&sol;em> worked in a similar manner and was fair to those who worked hard and took the time to learn the mechanics and enemy behavior&period; <em>The Madness of Little Emma<&sol;em> has these concepts but is flawed when it makes backtracking&sol;exploration impossible at certain times&period; Not to mention how punishing the game will suddenly get at the worst of times&comma; or alter the world to ensure you’ll never obtain vital items&comma; making the whole thing rather unwinnable&period;<&sol;p>&NewLine;<p>I know I may sound like I’m just bad at the game and that&&num;8217&semi;s fair enough&comma; but there are some points to mention&period; The game world is randomised and this is a great element of design&comma; but when the world is either too long that it ends up dragging out or too short that it&&num;8217&semi;s impossible to rack up enough currency&comma; it becomes a pain&period; To explain better&comma; there is the merchant that randomly pops up in the game allowing you to buy health&comma; upgrades&comma; and other goodies&period; Most games the shop will appear every couple of stages which is okay&comma; but once a level could be better&period; I’ve gone through several games where I&&num;8217&semi;ve collected a good deal of coins to spend but haven&&num;8217&semi;t seen the merchant in as many as three levels&period; You’d think that the developers would code the merchant to pop up at least once per level or have the chances of him appearing increase if you have more coins&period; It’s kind of like that&comma; but the other way round&semi; The fewer coins you have&comma; the more he appears&comma; but the more coins you have&comma; he appears less&period; It’s like the game decides to screw you over because you’re doing well&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 800px" class&equals;"wp-caption aligncenter"><img src&equals;"http&colon;&sol;&sol;cdn&period;akamai&period;steamstatic&period;com&sol;steam&sol;apps&sol;418150&sol;ss&lowbar;3e4f5e15b0bd4d4f5d84e565fed7eebeeb7ac25d&period;1920x1080&period;jpg&quest;t&equals;1451167781" alt&equals;"" width&equals;"800" height&equals;"450" &sol;><figcaption class&equals;"wp-caption-text">Needed something like this all the freaking time&excl; But it never shows up&&num;8230&semi; &lpar;The Madness of Little Emma&comma; Bartosz Bojarowski&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>Upgrades also feel like a mix bag as many are helpful&comma; but a large majority will&comma; again&comma; screw you over entirely&period; It may also be annoying when you accidentally pick up a modifier that will change your attack from something like spitballs to a laser beam&period; This can be useful as a laser beam is very powerful&comma; but it&&num;8217&semi;s a great deal slower and you can’t switch between the two&period; So when you’re fighting the Green Viper or The Mask&comma; you’ll have fun trying to land a shot with a slow weapon when they’re moving at an incredible speeds&period; Some modifiers only allow you to shoot in D-pad style directions&semi; left&comma; right&comma; up&comma; and down&period; For flying enemies and bosses who jump around the screen at an incredible speed&comma; it’s a massive pain&&num;8211&semi;You might as well start the game over&period;<&sol;p>&NewLine;<p>Players will have to rely too heavily on luck to actually progress through the game and even to finish it&period; Your success could entirely depend on what the world will randomly spew out at you from enemy types&comma; upgrades&comma; and even how long the levels are&period; Other games rely on skill and learning from your mistakes&comma; but here that concept is watered down and replaced with a &OpenCurlyDoubleQuote;see what you’re dealt” attitude&period; You could have a winning streak of upgrades and collecting coins but come face to face with a horde of different enemies&comma; all with different strengths and attacks&period; There are enemies that can teleport and shoot fireballs in eight different directions&comma; while others can move faster than a speeding bullet and throw spears just as quickly&comma; while others can shoot through certain surfaces&period; Facing all of these at once make <em>Volgarr The Viking<&sol;em> look like a <em>Mario<&sol;em> game&period;<em> <&sol;em>Difficulty spike is too nice of a word for this&semi; Screaming fit of anger and confusion is what usually results&period;<&sol;p>&NewLine;<p>Oh&comma; and the spike traps are a sheer joy&excl;<&sol;p>&NewLine;<figure style&equals;"width&colon; 800px" class&equals;"wp-caption aligncenter"><img src&equals;"http&colon;&sol;&sol;cdn&period;akamai&period;steamstatic&period;com&sol;steam&sol;apps&sol;418150&sol;ss&lowbar;740f9161b26a1a0cb1760b1aa1c692e53a643b7e&period;1920x1080&period;jpg&quest;t&equals;1451167781" alt&equals;"" width&equals;"800" height&equals;"450" &sol;><figcaption class&equals;"wp-caption-text">Yes&comma; the floor is covered in spike traps&&num;8230&semi; Again&&num;8230&semi; Joy &lpar;The Madness of Little Emma&comma; Bartosz Bojarowski&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>I can forgive this as it’s a healthy &lpar;not extreme&rpar; challenge&comma; and I had fun for the most part&period; The big problem&quest; For keen explorers&comma; backtracking is vital to collect missing loot or items left behind for later use such as health pick-ups&period; The game makes backtracking incredibly difficult&comma; to the point where I thought it was broken&period; Certain rooms are designed with extremely difficult jumps and ill placed platforms which are too high or too far apart to the room exit&period;<&sol;p>&NewLine;<hr &sol;>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p><strong><em>Editor&&num;8217&semi;s note&colon; <&sol;em><&sol;strong>It has been brought to my attention that you can backtrack from every single room in the game&comma; and that&&num;8217&semi;s fair enough&period; If that is true&comma; I&&num;8217&semi;m wrong to think that that aspect is broken&&num;8211&semi;but still it&&num;8217&semi;s flawed&period; I hope the designer takes note that making core aspects of gameplay such as exploration too much of a chore reduces the engagement and enjoyment for keen adventures&period; With the game already being difficult&comma; I must ask why you would make something as simple as exploration a chore&quest; Or rather&comma; near impossible to do&quest;<&sol;p>&NewLine;<hr &sol;>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p>However&comma; don’t get conned into thinking that because you fail it’s a lack of player skill&semi; Chances are the game is literally screwing you out of success&period; The whole permadeath concept can create an enjoyable and rewarding experience&comma; but the game must be fair&period; Insane difficulty spikes having vital components such as backtracking and simple exploration being purposely reduced simply can’t be done&period; <em>The Binding of Isaac<&sol;em>’s top down perspective helped in eliminating many problems found here&comma; but overall&comma; <em>The Madness of Little Emma<&sol;em> is a fun game that I enjoyed a majority of the time&period; However&comma; some improvements need to be made to make backtracking easier&comma; reduce difficulty spikes&comma; and remove the pain in the arse powerups that degrade your chances of success in a boss fight or the game in general&period;<&sol;p>&NewLine;<p>The game is worth checking out but be ready to curse at it&&num;8230&semi; Mostly at it&&num;8217&semi;s cheating nature&period;<&sol;p>&NewLine;<hr &sol;>&NewLine;<p style&equals;"text-align&colon; center&semi;"><strong><em>A PC copy of The Madness of Little Emma was provided by Bartosz Bojarowski for the purpose of this review<&sol;em><&sol;strong><&sol;p>&NewLine;

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