Adventure in the Tower of Flight (Steam Review)
August 11, 2015 Leave a comment
Update: Adventure in the Tower of Flight is now $4.99
Ugh, what an unwieldy name. It flows about as well as a small creek overrun by giant-sized mutant beavers. Which, actually that sounds like a bad ass idea for a game. Perhaps a tower defense title? It’s all yours, indies. I hate harping on names, but Adventure in the Tower of Flight has “in the” and “of” in it. “Adventure” and “Tower” are also gaming staples, making the title that more forgettable. It’s not just a title that rolls off the tongue about as well as a sugar cube (which is both sticky and cube shaped and thus rolls poorly), but it’s generic and bland. And that’s a shame because Tower of Flight is a decent game that doesn’t seem to be finding its audience. I posted screencaps with smart-assed captions on my Twitter feed while I was playing it and was besieged with questions about this nifty looking NES tribute that I was playing. Nobody had heard of it. Everyone wondered how they could have missed it. Maybe it’s because it just sounds like it’ll be a bad game, or boring. I don’t think you can legally speak the title out-loud while operating heavy machinery. Names are important, and indies often seem to give less than top consideration for this. It would be like opening a restaurant and naming the place Spitty’s. Who gives a shit how good the ribs are at a place called Spitty’s?
AitToF (It doesn’t even abbreviate good!) isn’t a bad game at all. I found it to be a decent neo-retro platformer that you’ll get a few hours out of (and more levels are coming soon!) and forget about soon after finishing. They’re enjoyable hours though. Think of Tower of Flight (Christ, even a shorter version of the name sucks) as a linear Zeldavania, with a heavy emphasis on Zelda looks and a Castlevania feel, with a small helping of Kirby mixed in. There’s a thin plot about trying to reach the top of a tower, but it feels tacked on and needless. The hook is instead of a standard 2D jumping mechanic, you have the ability to fly for a short distance. That’s the Kirby part. Think of it as Kirby if the flying mechanic had a limitation to it. You gain a couple special moves along the way, upgrade your sword, gain extra hearts, fight a few bosses, and that’s pretty much it. You certainly don’t want to mistake this for a Metroidvania. Tower of Flight is mostly linear, with few opportunities to deviate from the set path.
This is a tough one for me to review. There’s not a whole lot to talk about, because every aspect of the game is average. Graphics? Very convincing in an 80s sort of way, but average. The level design? Mostly without fault, but average. Enemies? Too limited in variety, and what‘s here is average. Controls? Maybe slightly above average, though I hated having to manually map everything to my Xbox One pad. Maybe that’s what Tower of Flight aimed for. A decent, convincing 80s NES tribute that plays it safe. Hey, kudos for pulling it off. And I’m sure NES fans will like it a lot more than I did. I just wish it had messed with the formula a little more. I guess that Tower of Flight could seamlessly pass for an undiscovered NES game is remarkable enough, but after games like Shovel Knight, Super Win, and Axiom Verge, I’m too spoiled to get too excited by a game that simply feels like a game from a different era.
Actually, there’s one thing that bugged me enough to mention. There’s a town section with a fetch quest stuck in the middle of this game that feels insanely out-of-place. Not only does it channel the giant mutant beavers and break the flow of the game, but it’s mechanically a little broken. The game’s engine makes it so that when you go through a door, it locks behind you. Thus, navigating is a tack-like pain in the ass (measured by amount of pain, not by the size of the source of pain). I think the developer’s goal was to make the town a puzzle or maze of sorts, where you had to figure out which doors led to which parts of the town. Both myself and the only other person I talked to who has actually played the game simply kept making loops until we stumbled on the douchebag who completed the fetch quest. It was boring, it was clunky, and it was pointless. I honestly have no idea what the developer was thinking. At least it was short, I guess. But even admitting that section is short feels like telling a condemned prisoner “It’ll be over with quickly.” Not all that comforting.
Of course, for fans of that era, you really didn’t need this review at all. The only information of relevance I can provide such fans is that the game works fine and is an authentic NES style game. It was made for children of the 80s, not a smart assed millennial. I have no doubt that Adventure of the Tower of Flight hit all the marks it needed to for its target audience to walk away very satisfied. This is a quality game with true craftsmanship displayed. I just hope the developer mixes it up a little next time. Take some risks. I usually try to end reviews with a joke, but for this review, I’ll instead end with a thought: There are a lot of games that can do the “Like an NES game” thing. But only truly inspired can make people say “like an NES game, but..”
Adventure in the Tower of Flight was developed by Pixel Barrage Entertainment, Inc.
Point of Sale: Steam
$14.99 (probably too much) admits that the indie scene is likely to be picturing a different kind of giant mutant beavers than me in the making of this review.
Adventure in the Tower of Flight is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard.
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