Insanely Twisted Shadow Planet
Insanely Twisted Shadow Planet is the best of both worlds. While its eye-popping visuals and unique style are difficult to discount, there’s more than enough substance in this side-scrolling adventure to elevate it beyond “art game” status. It may barrow mechanics from highly regarded titles such as Metroid and Castlevania, but it’s difficult to hold that against a final product that mirrors these classic’s exploration and hopeless seclusion whilst still feeling wholly unique. Whether you’re on the hunt for another example of why games are art or itching for a distinctive experience with a retro vibe, Michel Gagné and Joe Olson’s first collaboration is well worth a download.
The isolation and obscurity that surrounds your journey bleeds into the sparse narrative as well. There’s no dialogue, documentation, or full cast of characters. A brief scene portraying the corruption of a star sets the tone for what’s to come. The star seems to be at the center of this strange solar system, and the organic menace that’s taken hold of it is spreading fast. One resident of a nearby planet takes action – boarding his UFO and setting course to this suffering star. His identity or origin isn’t what’s important here. This little guy’s on a mission to purge an evil threatening more than just his home and that’s all that matters.
This opening, along with a few brief scenes that can be unlocked through collecting various objects hidden on the map, comprises the story. Not a single word is spoken to explain what’s been shown, and the hero of this solar system risks his life without even being introduced. What’s strange is I wouldn’t have it any other way. As I’ve stated on multiple occasions, I tend to put the most stock in a strong narrative arc, but the vague approach taken here is a perfect fit for the exploratory gameplay that works so well. Every new turn the ship takes reveals something not previously experienced, and it’s up to the player to piece together this broken work of art. The voyage, like the volatile substance that has taken root in the star, is organic. What you see is what you get, and what you get is a tense journey with intuition acting as your only guide.
None of this visual storytelling would work if Insanely Twisted Shadow Planet didn’t take a chance in the art department. Thankfully, artist Michel Gagné has created a world so visually stimulating that it’s difficult to look away. The most notable theme that’s ever-present is the stark contrast between the colors used. The UFO being controlled, as well as the mountainous borders lining the many narrow pathways, is bathed in shadow. There may be a few lights or glowing blubs attached to hanging foliage or the ship itself, but the pitch black areas are what really catch the eye. All of this darkness only makes the areas in-between shine brighter. Every color imaginable paints this enchanting world – from the mellow blue waters to the abrasive yellow industrial district. It’s an interactive art display, but there’s so much more to do than just sit back and watch.
The shuttle you control begins with a meager selection of armaments. There’s the standard gun to take care of the multitude of airborne baddies trying to sink your battleship, and a claw meant for picking up stray obstructions and moving them to a less obtrusive area. They get the job done, but it’s not long before you have more attachments than you know what to do with. Each new area holds something fresh to play with. There’s a saw blade that tunnels through weakened structures, a laser that reflects off of certain walls, a missile that can be guided down narrow corridors – the list goes on and on.
The majority of the weapons are intended for a strong offense, but this isn’t just a 2D shooter. Insanely Twisted Shadow Planet has a brawny puzzle element that’s cleverly sprinkled into the action. Certain tools cause no harm to enemies, and instead rotate particular keys into their correct position, or reveal a creature’s true weakness. Even the boss encounters, which force you to act offensively, play out like a big riddle, as you’ll have to exploit their weakness and routines through careful deduction. The constant introduction of new-fangled toys, as well as the visual segmentation of the environments, help to keep every moment feeling as spanking new as the last. Right before you grow tired of the swampy lower levels, a cool breeze blows in and poof – you’ve reached an icy cavern. Every tool finds a purpose in the majority of these regions, and certain portions of the impressive map may be completely locked off until you obtain the correct instrument (this being one of the key Metriod similarities).
Yet, with this wide variety of attachment choices comes a certain degree of frustration. The full wheel of options can be accessed with the right or left bumper, and up to four abilities can be mapped to the face buttons at once. This works perfectly in the more relaxed moments where timing isn’t an issue, but when trying to solve a puzzle in a room surrounded by a sea of vicious creatures, it’s easy to lose track of what weapon has been mapped where, and the controller soon becomes your biggest enemy. I often fumbled with whatever I currently had equipped, learning I never even had the correct tool mapped only after taking substantial damage. It may be a small grumble, but it becomes even more blatant when certain puzzles, such as the light reflection sequence in the ice locale, take a great deal of finagling and patience.
After completing the four to six hour campaign and discovering every health upgrade, weapon expansion, art asset, and colorful vista the star has to offer, there’s still an addicting multiplayer mode to attend to. Lantern Run is a co-op gauntlet for up to four players where for the first time; griefing takes a backseat to actual teamwork. Players receive glowing objects that must be carried with them through the use of the claw for as long as possible. The further you go and the more enemies you defeat along the way, the more points you’re rewarded. This may sound simple, but things really get interesting when you learn that there’s a massive creature constantly trudging forward with mostly bad intentions (deep down, I think he’s a pretty good guy). This adds a great deal of tension, and relying on one player to clear a path down the narrow tunnels while the others are fighting off a legion of disgruntled foes makes for some of the most nerve-wracking yet exciting moments I’ve experience for quite some time. The online leaderboards add the perfect competitive cherry on top of this terror sundae, and while I haven’t been able to play with friends online due to my play time being pre-release, local play is a completely viable option.
A game hasn’t blended a feeling of total isolation with a strong sense of exploration with this much success since, well, Metriod. It’s difficult to unplug yourself from the world that Insanely Twisted Shadow Planet presents since every moment feels and looks completely different from the last. Control issues and moments of frustration take a little away from this gem, but the final products shines too brightly to ignore. Substance and style have finally come to an agreement, and it’s a pleasure to experience the results.
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I was looking forward to this but it is console exclusive and my Xbox is bust.
Shame.
[...] is a PC review of Insanely Twisted Shadow Planet, a game we previously reviewed on a different system. With the PC release having just arrived, we thought we’d let out [...]