This action
platformer should be celebrated for its tight responsive controls and clever
stage evolution gimmick. But to fans of a certain 1982 Sci-Fi film, it’s hard
to ignore certain visual similarities.
Developed by
Traxmaster Software
Released in
2019
‘Super Mario
64’ is arguably the most influential games of the 3D era; it set the benchmark
for 3D platforming mechanics that echo even in current games. But According to
‘Star Fox’ creator Jez San, Mario's
success in the third dimension is down to an unassuming little game called
‘Croc: Legend of the Gobbos’. Talking to
Eurogamer, San claimed that ‘Croc’ was originally pitched by Argonaut to
Nintendo during their exclusivity arrangement. "We mocked up a prototype
using Yoshi” he says. "It was essentially the world's first 3D platform
game and was obviously a big risk”. But Nintendo were still reluctant to allow
outside companies use their characters so “the deal fell apart." San even
claims that Shigeru Miyamoto even confesses that the game influenced ‘Mario
64’. “Miyamoto-san came up to me at a show afterwards and apologised for not
doing the ‘Yoshi’ game with us and thanked us for the idea to do a 3D platform
game”. While it’s largely been forgotten today, Argonaut’s ‘Croc’ was release
for the PlayStation, Saturn, and PC and enjoyed moderate success. Had it
carried the ‘Yoshi’ name it would probably have been still celebrated today.
A
recognisable license offers many benefits to developers. An established
audience will be immediately attracted to the new title. The characters and
worlds of the source material can be transposed easily into the game, and even
established music and visual aesthetics can be used as easy starting points for
a new addition to an established series. But as we have seen with ‘Croc’ and
also games like ‘Journey to Silius’ and ‘Shatterhand’, sometime developers have
to adapt their game to work without their desired license attached.
Developer
Will Traxler is clearly a fan of the 1982 Disney Film ‘Tron’. “I’ve always been
a fan of the aesthetic from the ‘Tron’ movies. I grew up in the 80s and am
fascinated by the comparatively low-tech effects used in much of the media from
that period.” His game ‘Exception’ is the most ‘Tron’ like game to not carry
the ‘Tron’ license. It so explicitly ‘Tron’ inspired that it feels like it was
pitched to Disney as a ‘Tron’ game, only for it to be rejected by the house of
mouse. You need only watch the games introduction sequence to see that
‘Exception’ is a ‘Tron’ game in all but name.
Inside an
elderly lady’s laptop, digital entities are fighting against a virus that has
infected her computer. In ‘Tron’ they would have been called Programs living in
the grid. In ‘Exception’ they’re Threads in the system. In Disney’s film the
digital defenders follow the orders of an Overseer called the MCP, in this game
everything answers to the commands of Alice34.
The world of this game will be
immediately recognisable to anyone familiar with ‘Tron’. Black shiny buildings
punctuated with blue streaks of neon. Digital highways see races between cars
leaving light trails, with the criss-cross of a fluorescent green grid floor
extending to the horizon. The loading screen shows familiar rotating concentric
rings; almost indistinguishable from the identity discs so closely associated with Steven
Lisberger’s 1982 film.
It’s a world
of surging electrical sounds that perfectly complement the catchy synthwave
soundtrack by Kalax and Waveshaper. It’s music reminiscent of the amazing
soundtrack heard in ‘Velocity 2X’ but it is almost certainly inspired by Daft
Punks ‘Tron legacy’ score. Orchestral in places but also fast and electronic,
striking the perfect balance between epic and frantic.
While the
story, visuals and music may be influenced by the world of ‘Tron’, the gameplay
takes its inspiration from action platformers, most notably ‘Strider’ and ‘MegaMan Zero’. The game comprises 128 levels located in sixteen different
worlds. Armed with a light sword,
enemies met are sliced and diced as you dextrously vault through the stages.
The goal of each stage is to reach a glowing cube, and initially ‘Exception’
feels like a slightly generic ‘Ninja Gaiden’ or ‘ Castlevania’ clone. However,
as soon as you grab the cube for the first time, you’ll realise that
‘Exception’ is far more complicated and exciting than it initially seems. When
activated the cube will actually cause the stage to evolve: The game
momentarily pauses as the entire environment rotates, twists and warps. “After
creating a basic platformer framework, I started toying with the idea of levels
that transform in simple ways. It started with some basic platforms that would
shift around as the player moved through a level” recalls Traxler. “Finally I
was playing with the game engine one day and realised I could just make the
entire level transform.” What was once walls can become the floor you’ll then
stand on. While gravity and the side-on 2D view of the stage remain constant,
the levels may twist; turning the top into the bottom. “When you have a level
that rotates sideways or upside down, this can open up a lot of interesting
opportunities for the player” boasts Traxler.
However, puzzling
potential is somewhat squandered as you don’t get a say over how the level
evolves, you don’t choose the way the level with rotate or change. ‘Exception’
could have become far more intriguing if you had any control over how the level
changes. Without this once you hit the orb it’s simply a case of hoping what
appears will still be possible after your previous actions. According to the
developers, although there is scope for slight experimentation every stage was
designed with a set route in mind. “At its core, ‘Exception’ is an action game
and I tried to avoid situations where the player needs to stop and analyse a
situation” Admits Traxler.
Each new
level offered something new, whether it was laser traps, different platforms,
or new enemies. By the games closing you’ll be adept at ricocheting off bounce
pads, manipulating moving platforms and avoiding pools of lava. Nothing
revolutionary to the action platform genre but all done well. At its best
you’ll see the end goal from the start position and then watch in awe as the
levels evolves to expose the path to it.
There is nothing stopping you reach
the goal before performing all the stage
evolutions of course, but to do this you’ll have to have complete mastery of
the games responsive controls and the many stage mechanics there is a steep but
fair learning curve, where levels always felt challenging but doable and
finally conquering them felt like a thrill. In between standard levels are boss
fights, which are far more complicated than its being larger versions of
standard enemy foes. Many will manipulate or destroy the levels they inhabit,
so precise sword swipes must be performed while leaping between platforms and
safe zones.
As you
progress through the game there are opportunities to upgrade your character and
their abilities. In fact there are two different ways to do this. A player can level-up by finding hidden
‘bytes’ scatter throughout stages.
Typically they’re found behind destructible walls or laying in some hard
to reach practically hidden area. Alternatively speed yields reward. For every
level, the player is awarded up to four stars based on how quickly they
completed it. The more stars accumulated, the more quickly you will unlock new
attacks. Bonuses can reduce a stage time and therefor increase the star count
too. “Say a player finishes a level in ten seconds. During that run, the player
performs and aerobatic attack that destroys multiple enemies using different
attack types. Perhaps the player also destroyed every single enemy on the
level. Both of these events create bonuses for the player” explains Traxler.
“That ten-second completion time might actually result in a final time of
eight-seconds after the bonuses are considered”.
A player’s
final score can also be added to global leader boards giving some a drive to
replay stages in the hope of become a global champion. “The goal is to create
incentives for players to apply creativity to their speed running. The fastest
time might be a straight line from point-A to point-B, but the best leader
board score might involve some elaborate techniques” says Traxler.
Of course
when a game depends so much of speed, good performance is critical. To maintain
a constant 30fps refresh rate there has been a visual downgrade for the Switch‘s
‘Exception’ when compared to the PS4 version. No longer 1080p, the Nintendo
release runs at 720p both dock and undocked. In handheld mode, the background
resolution is also scaled down slightly to improve performance. But despite
these visual compromises, developer Traxler remains happy with the experience
Nintendo fans are being offered. “I think Switch players will be very happy
with this version. The foreground action is nearly identical to what PS4 and Xbox
One players’ experience.”
‘Exception’ is certainly an attractive and stylish
game. While the game is two-dimensional, all of the graphics and environments
are three-dimensional. This allows for realistic real time global Particle and
lighting effects, something you don’t see in most 2D platformers. Alongside the
neon lighting there are continued nods to the game taking place in the world of
a computer. As you take damage the screen becomes more pixelated. While this
makes the game harder it also makes it feel like you’re stepping back a console
generation with each enemy hit. Your
characters 3D model almost feels like a 16bit sprite after a few bad enemy
confrontations. A similar thing that happens when you play ‘Tron Evolution’ and
it’s yet another reminder of how close ‘Exception’ is to Disney’s under-rated
sci-fi classic.
It’s a shame
the game doesn’t carry the ‘Tron’ branding as it would have raised the games
profile and potentially attracted a bigger audience. It deserves as much
because
‘Exception’ is an enjoyable game. At around 5 hours it’s a short game,
but once you’ve mastered the controls and fully upgraded your protagonists it’s
hard to resist the lure of replaying levels to see how quickly you can complete
them and if you can compare with the world best. Just don’t be surprised if you
see the names Kevin Flynn or Clu at the top of many online scoreboards.
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