Cosmochoria
April 8, 2015 1 Comment
Cosmochoria is not finished yet. I don’t mean it’s buggy (though it is). I mean literally, the game is not finished. The final boss fight and a proper ending have not yet been included as of this writing. It’s weird to me to review a game that isn’t complete. But, Cosmochoria costs money ($9.99 to be exact), and you can purchase the early, near-complete build I’ve put over twenty hours into right now. What does $10 dollars get you? A glitchy, often slow grind-a-thon that left me cursing in frustration and annoyed with myself for breaking my “no Betas” vow.
Also, it’s a lot of fun. I mean, duh. I wouldn’t have put twenty hours into a game I thought was garbage.
Cosmchoria’s concept sounds like it belongs more in a big, blockbuster 3D space epic. You’re a little astronaut that plants seeds on planets. Once you’ve planted X amount of seeds (depending on the planet’s size), the planet becomes terraformed. Terraformed planets restore your health and give you a special treasure. The map is randomly generated, giving you 50 planets. The act of planting seeds, or other “building” options feels a little like an RTS or time management game, but really, Cosmochoria feels more like the evolution of late 70s/early 80s coin-op action titles. Gameplay is super-fast-paced, which juxtaposes the slow grind of acquiring money and leveling up your character. A variety of stats can be built upon (don’t upgrade your movement speed past 3 out of 5. Just, fucking trust me on that), but getting good enough to feel strong and able-bodied feels like it takes too long. Weirdly enough, once I passed a certain point, before my stats were half-way upgraded (buy an upgrade that doubles the money you collect to speed this up), I was suddenly able to make massive progress and finish building my character in just two rounds worth of play. That tells me the upgrade system was like the dragon with dandruff: not scaled properly.
Give me a second while I figure out if that joke makes any sense. I think it does. Hear me out. Like, if a dragon has dandruff, it would shed scales instead of flakes, right? Dragons don’t have hair. Well, most don’t. European ones don’t. Okay, so that joke won’t make sense in China, but then again, dragons don’t exist so I can make up any rule I want about them. If I say they have dandruff, they have dandruff. If they have dandruff, that means their scales are bad, or not proper. So the joke works. By that, I mean it makes sense, not that it’s funny.
I’m now told jokes are supposed to be funny too. Sorry. I’ll try harder next time.
Lack of trying hard wasn’t an issue for Cosmochoria. It goes overboard in trying to be quirky, aloof, 4th-wall breaking. While there’s a plot in place and a nifty little twist ending, I never got too deep into it. The writing isn’t particularly memorable, and the arcade-style action doesn’t exactly lend itself to the meta-storyline it was aiming for. That’s fine. The action here more than makes up for it. There’s a nice variety of enemies and a wide range of ways to fight them. So why do I wish I had more ways to fight them? You can only bring a single gun (guns are also unlocked with money) on any campaign you make, and there’s only three kinds of offensive-oriented bases you can build. A wider variety would take the edge off of the repetition, which does wear a bit thin. It would also lead to more complex strategies. Cosmochoria is a bit on the dumb, stupid, overly-simple side. Don’t get me wrong, I’m very capable of loving simple-dumb, and its #91 ranking on the IGC Leaderboard as of this writing ain’t too shabby. But it feels like this is more of a proof-of-concept than a fully realized game.
Most of my issues with Cosmochoria got patched out while I was playing the game, so my relevant complaints are fairly limited right now. The controls are adequate, though selecting specific tasks off the menu ring sometimes felt sticky and unresponsive. The utter clusterfuck of enemies attacking you all at once deep in the game can be overwhelming. And there’s annoying little slime-blob baddies that are only a couple of pixels off the ground and require you to point downwards to kill them. That doesn’t sound too bad, until you remember that all action takes place on spherical surfaces and thus you have to be close enough to risk taking damage to defend yourself against these little bastards. Then again, almost all enemies announce their presence to you by damaging you in a way that you never had any potential of avoiding. The damage they cause is often miniscule, but it adds up quickly when you have over a dozen different enemies attacking you all at once. This all while you’re trying to plant seeds or set up bases. There’s clear-all bombs that wipe the screen clean (without giving you money or points for the enemies that die) but they also clear out any bases you’ve laid down. Well, in theory. Sometimes I would panic, detonate a bomb on a planet I had a ton of bases on, the bases would disappear………. and then keep firing at enemies. Huh?
Actually, the “Huh?” inducing glitches benefited me as often as they hindered me. There’s a nifty exploit where you can stop your character’s movement dead in its tracks while in space simply by pausing the game and unpausing it. Without this, I don’t think I would have beaten the game as easily as I did. I can’t imagine playing the game without it, though I’m guessing it will be removed in later builds. Or there’s the one time I happened upon one of the dragon bosses, which had gotten stuck in one of my Easter Island-like statue bases and died without causing me to so much as break sweat against it. And I lost track of how many times enemies clipped their way through the planet geometry and were stuck indefinitely, which I think prevented similar enemies from spawning and attacking me (or at least it seemed that way). This was awesomely beneficial. Cosmochoria isn’t stable, and it probably won’t be for quite a while, but the charm and enjoyability are undeniable.
I liked Cosmochoria. For all its buggery, there’s something quintessentially gamey about it. I think the development team behind it would have thrived in the golden age, where glitches became features and those who could exploit them ruled the arcades. They would have turned out stuff like Robotron or Defender. Maddening action titles that were anything but fair, but you still had to play them because they’re so entertaining. I actually whine a lot about games that aren’t fair, which means Cosmochoria makes a hypocrite out of me. If you strip out all the glitches, you’re left with a game where enemies hit you before you even have a chance to realize there is an enemy present. But, it’s fun. So I guess the rule when making an unfair game is, you probably shouldn’t do it. BUT, if you do it, at least make sure it’s fun. Cosmochoria is fun.
And glitchy.
And annoying.
And frustrating.
And unsophisticated.
And unbalanced.
And unfinished.
But fun. Fun is all that matters. It’s gaming, people. That’s what we’re here for, remember?
Cosmochoria was developed Nate Schmold
Point of Sale: Steam
$9.99 avoided picking up the sword like it was made out of plutonium in the making of this review. It glowed. It might have been.
Cosmochoria is Chick Approved and ranked on the Indie Gamer Chick Leaderboard.
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