Zolg

All good things must come to an end. Six out of the last seven games covered at Indie Gamer Chick received my seal of approval. Even I was worried I was starting to become one of THOSE critics. You know the ones. The type that wouldn’t commit to calling a game bad if it shot their dog with bullets made out of your mother’s grounded up bones. Well, I need worry no longer. Zolg is a bad game.

Though only barely so. GOD DAMN IT okay, come on Cathy. You can be mean. You used to be. Channel your inner bitch.

So Zolg is a twin-stick, top-down Metroidvania that tries to channel a retro feel using vector-style graphics. It’s not fully convincing but works to make enemies and objectives distinctive. Controls are fully mapable, though I really hate having to set that up manually. The gameplay feels like a cross between Robotron and Berzerk (which is kind of fitting seeing how the former was inspired by the latter) with Metroid-style power-ups that open up the game peppered in. It’s not a horrible concept by any means, and even the execution isn’t terrible.

Except when it is.

Touch the little spiky things and you die. I never understood this in gaming. It makes sense if it's Tales from the Crypt and the blind people are getting revenge against the mean old superintendent of their home, but otherwise, how does simply touching this hurt you?

Touch the little spiky things and you die. I never understood this in gaming. It makes sense if it’s Tales from the Crypt and the blind people are getting revenge against the mean old superintendent of their home, but otherwise, how does simply touching this hurt you?

First off, there’s no map. That’s always annoying for any Metroidvania great or small. The controls are too loose even when you map to an Xbox One controller. Zolg requires the occasional tight squeeze through traps, and without using the D-Pad, I found this to be too sloppy and fickle. The enemies, even basic ones, are far too spongy. This goes out to all makers of shooters: check your enemy sponginess. I promise you won’t have an easier fix for your game in your entire lifetime. Remember, it’s BUSY WORK to have baddies that are no threat but just soak up bullets like Pixel Empire UK soaks up articles that don’t belong to them. I basically only put that line in there in case their feed is automatically set to steal my work again and I think the idea of saying Pixel Empire UK are a bunch of talentless cunts on their own site is kind of hilarious. That being said, please don’t steal my work anymore you talentless cunts.

Do you know who isn’t a talentless cunt? The developer of Zolg. It’s honestly not horrible game. But the final deal breaker for me was you don’t “blink” long enough when you take damage. There are enemies called “Stalkers” that move fast, appear quickly out of thin air, and like your smelly grandparent that you have to deal with once a year, will hug the life out of you. Once they’re on top of you, no matter if you start with full life, you’re pretty much dead. I entered a room full of them and found no method was satisfactory on dealing with them. Including but not limited: trying to heel-toe it through the room so as to only trigger one appearing at time; charging into the room on a virtual suicide mission intent on lighting them up like a Christmas tree; trying not to engage them at all and instead leg it to the next room; turning off the game and taking a masters course in game programming with the intent of deprogramming the fuckers out of Zolg myself. Nothing worked, so I quit. That’s what you should do when a game goes bad and there’s no immediately hope for redemption.

These little fuckers are the Stalkers. How I hated them.

These little fuckers are the Stalkers. How I hated them.

But, I should stress, it’s not hopeless forever. Although this pretty much assures I’m failing at channeling my inner-bitch, I really want developer Robert Alvarez to channel his inner-Betsy Ross and get to work patching up his game. The sponginess and the lack of blinking should be easy fixes that should turn his slightly bad game into a slightly good one. I’ll give any game a second chance here at Indie Gamer Chick, and Zolg has as easy a path as any bad game I’ve ever played has towards redemption. There’s quality in here somewhere. Fun concept, distinct appearance, no horrible pop-culture references (at least from what I’ve played), and it can be a lot of fun. But for every step forward it takes one and one-tenth a step backwards. This makes for both a bad game and for the worst rendition of the Hokey Pokey ever.

headerZolg was developed by Robert Alvarez
Point of Sale: Steam

$0.59 (normally $0.99) isn’t sure if that was proper use of a semicolon in the making of this review.

This article may only be reprinted with my express written consent, which can only be granted if you make the request while riding a unicycle using only your teeth.

About Indie Gamer Chick
Indie game reviews and editorials.

2 Responses to Zolg

  1. thenerdcritic says:

    It’s funny how the small stuff in a game, like blinking when damaged and a mini-map, can really bring down the experience of a title when they’re noticeably missing.

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