Spelunky Review (XBLA)
Posted by Jim Cook, 331 days ago
Derek Yu’s Spelunky has generally been held up as a gem of indie PC gaming. Its mix of 2D platforming mechanics and roguelike random level generation which tends toward the sadistic side is immediately distinct, easy to learn, and fun. The player takes control of a cave-delving adventurer, armed with a whip, climbing ropes, bombs, and various other items they find along the way in search of treasure, but death often comes quickly. Make no mistake, Spelunky is a hard game and makes no excuses. That is actually the whole point: it is challenging you to learn a little more with each death, to get a little better as a player until you can reach the end of the maze. It requires some patience as a result, but the deep satisfaction you get for overcoming an obstacle that previously defeated you is a fine reward.
The tutorial does a good job of explaining the basics, and in just a few minutes you should be ready to play for real. What you find next will vary each time you play, as the randomized levels follow some general patterns but otherwise ensure you don’t have the same circumstances twice. Will you run into lots of monsters? Difficult platform arrangements that dig into your stock of climbing ropes? Tons of traps that frustrate your efforts to gather the best treasure on the stage, or even get to the exit? Perhaps, though it’s equally possible that some levels will be very easy and let you stock up to face a harder challenge ahead. You just don’t know, and this curiosity is what drives the game forward.
Some of you may suspect that ’roguelike’ is being used as a synonym for “you are going to die a lot.” This is completely true, as Spelunky doesn’t often pull its punches. It has few qualms about generating a level where a humongous spider resides in a spot that is very tricky to cross safely, and having said arachnid knock you over into an instant-death spike pit trap. Much of the game’s fun lies in learning about these threats and figuring out how to overcome them the next time, which means that a lot of what the player needs to know isn’t disclosed up front; you’re expected to figure it out on your own by expanding upon what you’ve already learned. This would normally be bad design, but given each run in Spelunky is so short to begin with it’s actually fine and helps lend to the aforementioned feeling of triumph; you learned how to beat that problem!
This also leads to some hilarious moments, since one wouldn’t immediately expect a retro-style 2D platformer to have the deep physics you’ll find here. A personal example was an unexpected death when I pulled out a bomb while also holding a torch. That open flame caused an immediate detonation, and all I could do was laugh before starting a whole new set of stages. Enemies also will behave in ways you didn’t expect, and random shops may sell power-ups that improve your existing abilities in strange ways. It supports a similar type of player-driven discovery that the 1990 NES release “River City Ransom” did; it isn’t exactly the same since they’re in different genres, but it’s similar and finding clever ways to use items in tandem is exciting.
Rating: 0.0, votes: 0