![]() I’m a huge fan personally and loved the way it was done here. Visually the game is a stunning work of that retro style – for those who are into it. The bite sized levels and the occasional breaks for characters to talk to each other (usually with a dash of genuine humor thrown in) make it great for handheld mode. There are collectibles hidden throughout the stages, and collecting all of them in a chapter will unlock that chapter’s hard mode, which are full of even tougher challenges. Here, it’s all on you, and you’ll learn plenty quick enough. This is especially important for a game that counts your many deaths, as it would be disheartening to see that counter go up and think for one second that it was anyone’s fault but your own. It may take a couple of stages till they really click, but once they do you’ll feel total control of Josie. The controls themselves are tight, as well. There’s a fair amount of variety in the traps and mechanics in this game, and each is taken full advantage of as there are a lot of stages, each clever in its own design. Despite numerous traps and complicated terrains, a player could potentially intuit the correct course of action by first observing the level fully. You’ll be asked to run, dash, cling to rails, jump, and double jump across each stage, but never wall jump which, as the game will remind you, is ridiculous and physically impossible. Some starting platforms will fall the moment you jump off of them, but you have until that first movement before anything starts to move, giving plenty of time to solve that puzzle. The individual stages are too well designed, often coming across as a fifty/fifty split between solving the puzzle of how to get across and then properly executing your proposed solution. That each stage begins where the last one ended (relative to the simulation) it also helps it all feel like they’re being procedurally generated by the simulator’s AI – though this is most certainly not the case. Reaching the goal to each will automatically initiate the simulator’s transition to another level, which is a nice way to make it feel like you’re constantly moving, even if you aren’t going anywhere. Ordinarily, this would be a bigger problem, but the story is simple enough for that to work, and it helps to set up the theme of someone first rising to the mantle of hero and learning in the process. While inside, she canonically has limitless lives, due to the protection software, which does remove a lot of the stakes from the plot. Now, Josie is locked inside the simulation, separated from her dad, and must push her limits to conquer hundreds of tightly designed platforming challenges. The action starts as one of these sessions comes to an end, but the computer seems to malfunction. Josie is a superhero in training under her father, Dad Man, in a hyper-advanced simulator that seems to encompass their entire house. It doesn’t need too many layers to it, because the story doesn’t have too many layers. It helps the plants grow, it gives us vitamin D, and it even gives us power! I wonder if that’s the developers of Sunblaze were thinking about when they named their game – a story about a budding heroin being put to the ultimate test to temper and harness her skills: an indoor simulation.įor those ready to point out how odd it is to put “sun” in a title which canonically takes place entirely indoors, you should know now that’s exactly the sort of humor that this game brings: silly, to the point, and quite effective. I mean, sure I’ve gotten burned a few times, and heat stroke a few others, but beyond just maintaining a livable temperature on earth, the sun actually does a lot for us. However, I’ve always had a fondness for it. Between my parents’ many melanoma warnings and reminders to bathe in sunblock, it would have been easy to develop an irrational fear of the flaming beast of gas. Growing up, I was always taught to fear and respect the sun in its might and glory.
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