Veks and Silence
Veks and Silence isn’t exactly a complicated game. In order to complete a level, you must progress from left to right, shoot anything with a pulse (I’m going to include robots in this category), and jump from platform to zombie-infested platform. It worked for classics like Contra, and for the most part, this run-and-gun formula works here. It’s good, old-school fun – but it’s the pieces around the solid core that don’t quite fit. Repetition, unclear visual cues, and an overly steep difficulty curve muddle this bullet bonanza. There’s still plenty of fun to be had, but the overall lack of polish makes certain segments much more laborious than intended. The engine’s in full working order, but it’s the dings and dents that keep this vehicle from the show room floor.
Story doesn’t play a key role in this action heavy adventure. Each level is set up with a short slideshow of images explaining why our hero is killing zombies in this specific area, or something to that degree. They’re quick and blunt, but anything more might have taken away from the experience. I don’t need a long-winded prologue before I shoot dudes in the head – just a gun and dangerous amounts of caffeine.
Without a back story, it’s up to the player to figure out just who the hell Silence really is. The character you control is exceedingly plumb, dressed in a dirty tank top and bright skivvies, and shrouded in the greatest mask of secrecy – a paper bag. It’s never truly explained why this man has such prowess with a firearm, or why he squeals with pleasure after blasting away an undead foe, but that’s just fine. Silence’s character is what gives this game a personality, and while we really don’t know anything about him, I think it’s best if we keep this relationship professional. Delving much deeper into his psyche may reveal more information than I bargained for.
The campaign spans thirteen brief stages that have the same goal – travel from point A to point B in one piece. Silence carries an impressive arsenal (pistol, shotgun, sniper rifle, and chain gun) right from the get-go to help preserve his valuable self from harm, as well as an unlimited supply of ammo. Each weapon has its uses, but the speed and maneuverability that comes with the pistol make it the obvious choice whenever platforming is involved. This quickness is necessary when there’s a great deal of activity on screen, as it doesn’t take long to go from three or four lives to a fat “You’re dead” screen. The Rage mechanic, which allows for temporary invulnerability after stringing together ten consecutive kills, can be a huge help when things get hairy, but certain levels just take practice and repeated attempts to get right.
Practice makes perfect, but too much practice with no tangible results only leads to frustration. The levels go from basic to downright maniacal far too randomly, and this hike in difficulty rarely feels fare. Failing a certain segment of a game on multiple attempts is bearable when you know it’s your fault, but loading up the same stage over a dozen times due to poor level design isn’t as forgivable. Certain enemies, like the stationary turrets, are far too accurate for their own good and when grouped up in later levels, it’s almost impossible to clear them without activating the Rage mode. The overly zoomed in camera make what’s coming around the next corner a little too mysterious, and boss battles have no clear direction. I had to contact the developer in order to learn the first boss’s weakness, and while Edible Entertainment was glad to help, it just felt wrong that it had to be this way. The odd part is that while stage seven may be the level from hell, stage eight could be a complete breeze. There’s just no clear difficulty path, making the campaign an uneven gamble.
The standalone expansion, Grave Breaker, loses the level structure and acts as an endless survival mode. A friend can join you on any of the three maps, and while this is even simpler than the main game, it proves just how fun the gameplay is on its own. Certain conditions like only being able to use the sniper rifle for a set amount of time keep Grave Breaker from growing stale, and it’s difficult to not get a slight bit competitive with the person sitting next to you (that’s what leaderboards are for, right?). It’s a fun little edition, even if it won’t last you too long.
Veks and Silence knows exactly what it is, and it’s good to see developer Edible Entertainment embrace all of the wackiness this game contains. It’s a solid first effort for an indie developer, and for 400 points, it’s not a bad purchase. Yet, a lack of variety and polish keep this shoot ‘em up from being pure, mindless fun. If you’re willing to accept the interesting challenge, Veks and Silence will provide a few hours of entertainment. The promise is there, making me excited for whatever else the development house has under wraps. When loading screens are decorated by a shark with butterfly wings, you know there are at least a few geniuses behind the scenes.







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