Reflex Platformers, Short Take  Comments Off on Contrast
Aug 262014

Status: Completed Most Intriguing Idea: Transitions between 3D and 2D platforming. Best Design Decision: Adopting noir trappings that go with its mechanics. Worst Design Decision: Inconsistent behavior of shadow edges. Summary: Contrast feels like half of a game. That impression comes from the story, which is short, simpler than its noir aesthetic trappings suggest it should be, and ends abruptly. It also comes from the gameplay, which never reaches a point of maturity. In any platformer I expect to have a moment where I have to put together everything I learned earlier in order to succeed; not coincidentally such challenges [Read more…]