Bitmap Books

Showing posts with label Rain Games. Show all posts
Showing posts with label Rain Games. Show all posts

Monday, 15 May 2023

Teslagrad 2 Review (Switch)

We’ve covered the original Teslagrad on just about every format imaginable and it speaks volumes that with each new release it has dragged us back into its world. When Teslagrad 2 was announced we were excited and then when it dropped out of the blue on the digital stores a frenzied panic ensued to get hold of a copy. We are pleased to say straight from the start that if you liked the original game then you’ll love this one too. The wider gaming community though better get ready because this is one tough cookie.

The plot follows a girl named Lumina who can wield the powers of magnetism. Her airship crash lands in the remote Wyrmheim and she must embark on an adventure to explore a giant tower with the hope of being reunited with her family. The plot remains fairly in the background of Teslagrad 2, it’s there if you want to dig into it through a series of illustrations and videos and there are a few cut scenes but mainly you’ll be focusing on the platforming and puzzles.

As you would expect it looks gorgeous. One of the strengths of the original game was that it looked like a sort of illustrated cartoon, and this is no different. It really draws you into the harsh environment well and after about an hour we had taken so many screenshots the folder needed clearing out. The characters are also better integrated into the environments than with the first game. In the original, moving characters often looked like they were sort of gliding along the landscape. This has been addressed here and makes the whole thing seem more tangible and solid. It also helps with collision detection and ability to judge the blink jumping.

Lumina has a host of moves and skills at her disposal which continually expand as you progress. The first of these is the iconic blink jump from the first game. This sees our heroine teleport forward a certain distance. It was a completely integral feature of the original and while it does feature heavily here you also have a lot of other toys to play with. These include slide boots which zoom you along the floor (and double as a way to get you around the castle quickly), a magnetic aura which sticks you to things and activates platforms and a downward spike dive which can be used smash through breakable floors. Later you’ll also get a magnetic throwing axe which you can cause all sorts of chaos with.

It may sound strange, but another improvement is the edges of platforms. There were far too many instances where you just couldn’t seem to grab onto things before. That is no longer the case which is helpful in a game as challenging as this. Checkpointing is also much better with players often popping back to just before the tricky section they just died on. It can be a bit annoying with boss battles as there are a few unskippable cut scenes and animations you’ll be seeing a fair few times but generally it is a huge improvement. Anyone who has reached ‘that’ section in the first Teslagrad will know what we mean.

Although much has been improved there are still frustrations. An early one for us was an electric moose boss that halted our progress for well over an hour and there are one too many situations where it seems you just can’t get out the way and death is inevitable. Most of the bosses though are very well designed and require creative thought to overcome. An electric snake is a particular highlight which walked the line between frustration and satisfaction well, providing an exciting encounter without hindering our progress for hours.

We also ran into some technical stutters through one section of the game which kept stalling it. Not ideal for a precision platformer. This only seemed to effect one specific part based around a long upward tube though and when we were anywhere else the issue resolved itself. It’s also something the team are aware of so it could well be patched out.

Overall, Teslagrad 2 is a fun and energetic platformer that fans of the original will love and most newcomers would probably be best starting with. Most of the flaws of the original game have been ironed out and there are a host of cool new toys to play around with. A few sticking points that stopped our progress aside, we absolutely loved our time with the game.

Overall 8/10

Monday, 3 May 2021

Teslagrad Review (Nintendo Switch)

We first came across Teslagrad at a Eurogamer expo in London a good few years ago now. We were drawn to it by its unique look and the fact it seemed to be full of clever play mechanics and traps. It’s been released on numerous formats and has now made it to the Switch. So once again we can explore the mystery of a small boy with magnetic powers escaping into a castle after being chased by some Rasputin-esque looking pursuers.

The game has a style that though familiar we haven’t really seen before. The Soviet influence reminds us of steam punk animations and fairy tales from the Eastern Bloc and it works perfectly to set up a mysterious and unique atmosphere. There is also very little text with the story and controls explained via drawings and animated theatre puppets. The silence further intensifies the mystery (even if the lack of tutorial is a little confusing).

Teslagrad is a difficult game and it requires sustained amounts of quick thinking, jumping and precision placement to get through most sections. Most of the time you are trying to avoid dropping onto spikes or electricity, but there are also some shadowy beasts and mechanical enemies to avoid from time to time. You don’t really have any offense so you’ll be darting past them and running away a lot.

Our little hero is far from powerless though and you’ll soon find the equipment that gives you the use of a unique set of powers. First off you’ll get the positive and negative magnetism glove. This allows you to change the charge of magnetic services and blocks. This means you can get blocks to move or fall, or use opposite charges to propel yourself up tunnels or across chasms. The next thing you’ll find is the ability to ‘blink’ or teleport a short distance. This is vital for passing barriers or dodging enemies and moving electrical fields. Before long you’re having to bounce around and blink all at once in sequences that require constant movement. It’s tough and challenging and certain sections will be repeated over and over and over.

Dying is perhaps where the biggest weakness in the game lies. The controls can feel a little twitchy at times and I don’t think we’ve ever been so frustrated by a character auto-climbing up a ledge they’ve grabbed onto. Death can also feel unfair with the blink ability very difficult to judge while in motion. What compounds the issue is that if you miss a jump or die, there are times you’ll have to repeat quite a large section to get back to where you were. Don’t even get us started on some of the bosses that just never seem to die either.

Frustration aside, this is a very clever and well-crafted game. You do get used to the controls and both the level and graphical design is of a standard that makes you want to persevere and get to the next section. The constant climb up the castle and gradual revelation of the mystery within it are engaging and will likely keep you striving until you reach the end. There will be some gamers who just won’t be able to cut it though and that’s a shame as this remains a beautiful fairy tale that you really should try.

Overall 8/10

Wednesday, 10 December 2014

Teslagrad Review (PS4)

Teslagrad is a game we first came across at the recent Eurogamer expo in London. We were drawn to it by its unique look and the fact it seemed to be full of clever play mechanics and traps. It’s now finally with us and we can explore the mystery of a small boy with magnetic powers escaping into a castle after being chased by some Rasputin-esque looking pursuers.

The game has a style that though familiar we haven’t really seen before. The Soviet influence reminds us of steam punk animations and fairy tales from the Eastern Bloc and it works perfectly to set up a mysterious and unique atmosphere. There is also very little text with the story and controls explained via drawings and animated theatre puppets. The silence further intensifies the mystery (even if the lack of tutorial is a little confusing).

There is gamepad support but you’ll have to set it up manually. Again, this can be a little odd at the beginning of the game as you don’t really know what half of the commands are. Once you get it sorted out though it’s a much easier way to play as you’re going to need very quick reflexes to get through.

Teslagrad is a difficult game and it requires sustained amounts of quick thinking, jumping and precision placement to get through most sections. Most of the time you are trying to avoid dropping onto spikes or electricity but there are also some shadowy beasts and mechanical enemies to avoid from time to time. You don’t really have any offense so you’ll be darting past them and running away a lot.

Our little hero is far from powerless though and you’ll soon find the equipment that gives you the use of a unique set of powers. First off you’ll get the positive and negative magnetism glove. This allows you to change the charge of magnetic services and blocks. This means you can get blocks to move or fall, or use opposite charges to propel yourself up tunnels or across chasms. The next thing you’ll find is the ability to ‘blink’ or teleport a short distance. This is vital for passing barriers or dodging enemies and moving electrical fields. Before long you’re having to bounce around and blink all at once in sequences that require constant movement. It’s tough and challenging and certain sections will be repeated over and over and over.

Dying is perhaps where the biggest weakness in the game lies. The controls can feel a little twitchy at times and I don’t think we’ve ever been so frustrated by a character auto-climbing up a ledge they’ve grabbed onto. Death can also feel unfair with the blink ability very difficult to judge while in motion. What compounds the issue is that if you miss a jump or die, there are times you’ll have to repeat quite a large section to get back to where you were. Don’t even get us started on some of the bosses that just never seem to die either.

Frustration aside this is a very clever and well crafter game. You do get used to the controls and both the level and graphical design is of a standard that makes you want to persevere and get to the next section. The constant climb up the castle and gradual revelation of the mystery within it are engaging and will likely keep you striving until you reach the end. There will be some gamers who just won’t be able to cut it though and that’s a shame as this is a beautiful fairy tale that you really should try.

Overall 8/10

Monday, 3 November 2014

Teslagrad Review (Wii U)

 
Teslagrad is a game we first came across at the recent Eurogamer expo in London. We were drawn to it by its unique look and the fact it seemed to be full of clever play mechanics and traps. It’s now finally with us and we can explore the mystery of a small boy with magnetic powers escaping into a castle after being chased by some Rasputin-esque looking pursuers.

The game has a style that though familiar we haven’t really seen before. The Soviet influence reminds us of steam punk animations and fairy tales from the Eastern Bloc and it works perfectly to set up a mysterious and unique atmosphere. There is also very little text with the story and controls explained via drawings and animated theatre puppets. The silence further intensifies the mystery (even if the lack of tutorial is a little confusing).

There is gamepad support but you’ll have to set it up manually. Again, this can be a little odd at the beginning of the game as you don’t really know what half of the commands are. Once you get it sorted out though it’s a much easier way to play as you’re going to need very quick reflexes to get through.

Teslagrad is a difficult game and it requires sustained amounts of quick thinking, jumping and precision placement to get through most sections. Most of the time you are trying to avoid dropping onto spikes or electricity but there are also some shadowy beasts and mechanical enemies to avoid from time to time. You don’t really have any offense so you’ll be darting past them and running away a lot.

Our little hero is far from powerless though and you’ll soon find the equipment that gives you the use of a unique set of powers. First off you’ll get the positive and negative magnetism glove. This allows you to change the charge of magnetic services and blocks. This means you can get blocks to move or fall, or use opposite charges to propel yourself up tunnels or across chasms. The next thing you’ll find is the ability to ‘blink’ or teleport a short distance. This is vital for passing barriers or dodging enemies and moving electrical fields. Before long you’re having to bounce around and blink all at once in sequences that require constant movement. It’s tough and challenging and certain sections will be repeated over and over and over.

Dying is perhaps where the biggest weakness in the game lies. The controls can feel a little twitchy at times and I don’t think we’ve ever been so frustrated by a character auto-climbing up a ledge they’ve grabbed onto. Death can also feel unfair with the blink ability very difficult to judge while in motion. What compounds the issue is that if you miss a jump or die, there are times you’ll have to repeat quite a large section to get back to where you were. Don’t even get us started on some of the bosses that just never seem to die either.

Frustration aside this is a very clever and well crafter game. You do get used to the controls and both the level and graphical design is of a standard that makes you want to persevere and get to the next section. The constant climb up the castle and gradual revelation of the mystery within it are engaging and will likely keep you striving until you reach the end. There will be some gamers who just won’t be able to cut it though and that’s a shame as this is a beautiful fairy tale that you really should try.

Overall 8/10

Monday, 23 December 2013

Teslagrad Review (PC)


Teslagrad is a game we first came across at the recent Eurogamer expo in London. We were drawn to it by its unique look and the fact it seemed to be full of clever play mechanics and traps. It’s now finally with us and we can explore the mystery of a small boy with magnetic powers escaping into a castle after being chased by some Rasputin-esque looking pursuers.

The game has a style that though familiar we haven’t really seen before. The Soviet influence reminds us of steam punk animations and fairy tales from the Eastern Bloc and it works perfectly to set up a mysterious and unique atmosphere. There is also very little text with the story and controls explained via drawings and animated theatre puppets. The silence further intensifies the mystery (even if the lack of tutorial is a little confusing).

There is gamepad support but you’ll have to set it up manually. Again, this can be a little odd at the beginning of the game as you don’t really know what half of the commands are. Once you get it sorted out though it’s a much easier way to play as you’re going to need very quick reflexes to get through.

Teslagrad is a difficult game and it requires sustained amounts of quick thinking, jumping and precision placement to get through most sections. Most of the time you are trying to avoid dropping onto spikes or electricity but there are also some shadowy beasts and mechanical enemies to avoid from time to time. You don’t really have any offense so you’ll be darting past them and running away a lot.

Our little hero is far from powerless though and you’ll soon find the equipment that gives you the use of a unique set of powers. First off you’ll get the positive and negative magnetism glove. This allows you to change the charge of magnetic services and blocks. This means you can get blocks to move or fall, or use opposite charges to propel yourself up tunnels or across chasms. The next thing you’ll find is the ability to ‘blink’ or teleport a short distance. This is vital for passing barriers or dodging enemies and moving electrical fields. Before long you’re having to bounce around and blink all at once in sequences that require constant movement. It’s tough and challenging and certain sections will be repeated over and over and over.

Dying is perhaps where the biggest weakness in the game lies. The controls can feel a little twitchy at times and I don’t think we’ve ever been so frustrated by a character auto-climbing up a ledge they’ve grabbed onto. Death can also feel unfair with the blink ability very difficult to judge while in motion. What compounds the issue is that if you miss a jump or die, there are times you’ll have to repeat quite a large section to get back to where you were. Don’t even get us started on some of the bosses that just never seem to die either.

Frustration aside this is a very clever and well crafter game. You do get used to the controls and both the level and graphical design is of a standard that makes you want to persevere and get to the next section. The constant climb up the castle and gradual revelation of the mystery within it are engaging and will likely keep you striving until you reach the end. There will be some gamers who just won’t be able to cut it though and that’s a shame as this is a beautiful fairy tale that you really should try.

Overall 8/10