Bosses are a pain - some can soak up absurd amounts of damage and one-shot you, demanding a lengthy run of perfect dodging and frantic, not-so-enjoyable shooting. It is, at all times, so clever that I often found myself becoming annoyed at it. In terms of integration, it's also worth noting that Recompile is one of those games that incorporates UI into actual play, radically improving UX and thematic coherence in one fell sweep. The music is often soft and harmonious, but with a techy twinge capable of converting spaces into places - the world feels simultaneously overwhelming and extremely focused, mostly because it truly is both of those things because of the excellent integration of level design with art and score. Every screen is tasteful and oozes purpose. This all serves to accentuate the intentionally sensory nature of Recompile. This might initially feel like a barrier to entry to some - it can admittedly be a little confusing at the beginning - but once you get the hang of it, this too begins to feel paradoxically organic to what is supposed to be an inherently artificial experience by design. That's not to mention the puzzles, which revolve around rewiring circuits using logic gates. Like all good platformers, the level design is constructed to accommodate its mobility options, as opposed to demanding exact combinations in highly specific, self-contained instances. There were several occasions where I was in legitimate shock that the game had allowed me to progress in unconventional ways that I am 100 percent certain were not the intended route forward. As your mobility becomes increasingly freeform, however, this previously intimidating computer framework becomes a playground for experimentation. It is, admittedly, a little slow burning in this regard: as a Metroidvania, it obviously takes quite some time for you to unlock your full oeuvre of abilities. You jump, dash, bolt, hack, slash, and shoot your way across chasms, bridges, pillars - the movement is so varied and the environments so vast that I feel confident in saying that Recompile is already among the greatest platformers of the last decade. Fortunately, Recompile's platforming is its most prominent asset. As a 3D platformer, it would be easy for Recompile to feel like a decent technological spin on a genre that's been done to death. Most of all, Recompile excels in moment-to-moment play. Only then, can we truly survive.But that's just part of the bigger picture. In this dying world, one must explore all possibilities. AWAKEN: The story explores everything from machine sentience to the nature of choice.Even the inhabitants themselves can be tampered with, their programming changed to follow the player’s commands. Logic gates can be freely inverted (and reverted), allowing puzzles or other threatening obstacles to be peacefully and safely bypassed. ![]() Nothing is hardcoded, everything is systemic, and all fully exploitable.
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