Written by Thomas G.J Sharpe
Remake, remaster, redux... Rebirth is a fitting title
for the uterine, scatological and joyfully blasphemous Binding of Isaac.
At essence, as well, this is not strictly a new game. Further, I feel like it
fulfils the promises made in the original. This is not to say that I disliked
or felt that the original Isaac was lacking. My hours clocked on that
game far exceeded the two hundred mark; that almost cringe-worthy amount of
time you peek at through guilty squint. Rebirth is bigger, brasher,
buffed and on the whole a better game.
Edmund McMillen, undoubtedly most loved developer in Indie
Game The Movie, has said he made the original Binding of Isaac as a
sort of blank canvas, vacation game to create without expectation. With the
design being somewhere between the dungeons in the classic Legend of Zelda
titles and a 2D bullet hell with strong rogue-like elements. All in all, I
would argue that it outstrips most modern, “retro” crawlers on pretty much
every front. The limitations of the original being made in flash by McMillen
and Florian Himsl, was really the only concrete bugbear of mine. I even liked
the flash look to it.
So, four years after Isaac wept his way onto a Humble
Bundle, we are treated to a re-imagining from the ground up. The rabid
fan-base, sometimes aggressively possessive of the original, watched and
waited, and what emerged will be like heaven for some and not for others.
For those not familiar with the original, the Binding of
Isaac is the story of a naked child fleeing from his murderous mother,
instructed by god to show her faith by killing her son. A retelling of the Old
Testament story of Abraham and Isaac. Isaac escapes into the basement, where
you take over collecting items, killing creatures (some identifiable, some
hideous versions of Isaac himself, others grotesque mutations) using tears as
your primary weapon. You progress through randomised dungeons, building a pool
of items through collection and achievements, escalating difficulty and secrets
abound. Add in lashings of cynical Biblical references, astrological puns,
occult curious and lore from all corners of esoterica and you've got the
general idea.
This game makes me laugh, first and foremost. I admit, I am
one of the McMillen fan-boys. Ever since I saw Indie Game, with him sat
there talking passionately about creativity, vulnerability and individuality
(and in a Melvins t-shirt to boot), I became a big admirer of his games and
perspective upon the industry. With Rebirth, it feels to me (from all
that I've read from McMillen) that this is the ripe game, as if now we get to
play something that is closer to what was in his head.
The ripening of Isaac comes in the form of a huge
expansion of the item set, graphical overhaul, projectile physics, new full
soundtrack, greater room variety and tonnes more that will, of course, take me
another few hundred hours to discover. The effectiveness of these changes will
be down to the individual. I can almost hear the gnashing of teeth over the artwork
changes, for example. New players, however, are without the burden of previous
endearment to Isaac, and so it is hard to offer an accurate prediction.
Simply, then, I shall end by stating that Rebirth is
a worthy maturation that I personally will be investing lots of time into. It
is intelligent in so many ways, from the writing to the design to the gameplay
implementation, that sets it in a sparsely populated league for me, making most
weaknesses mere minor quibbles. But, most importantly, it has the best animated
poop I have ever seen.
8/10
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