![]() They clearly had speed runners in mind for this game, including a “Speed Run” trophy. Instead of getting a map when you press pause, you get a timer in the upper right corner that lets you know your elapsed time. This might disappoint people who were hoping for a more complex map to dig their teeth into, but it kind of works with the tone of the story, which seems like it’s going for an all-ages approach. But that’s okay, because the level designs are simple enough that there’s no chance you’d ever get lost anyways, with very little backtracking required. Interestingly for a “Metroidvania”-style game, you’re not given any sort of viewable map to of an area’s layout. Also, there were a few times where I found myself accidentally launching an explosive while trying to drop a cube that I hadn’t quite managed to grab, because both actions are mapped to the same button. ![]() There are certain quirks in the way the buttons are mapped that led to some minor annoyances, such as not being able to aim with the G-Lifter with the right thumbstick while jumping, because pressing jump also requires using my right thumb. My only other complaint is that I wish the controls were more customizable. ![]() Likewise, I enjoyed that some of the earlier “boss battles” mainly involved puzzle solving, but was similarly disappointed when the end of the game involved a more typical boss fight that didn’t require any puzzle solving skills at all. Personally, I found this addition a little disappointing, after the beginning of the game did such a good job of replacing enemies with puzzles. The goal initially is to launch cubes and replace fuses in order to make yourself a path through these puzzling rooms, and I loved every minute of it.Īt first, the only bullets you have to worry about come from hanging turrets, but eventually human enemies with guns also enter the picture. Meanwhile, both cubes and your character can pass through yellow/orange force fields, but bullets can’t. Red force fields are the opposite, with cubes able to pass through, but not you. You can pass through blue force fields, while cubes and similar objects can’t. The puzzles involve several different types of colored force fields. Using this and the ability to temporarily turn down the colony’s simulated gravity, you’ll help Rochard navigate through a series of puzzle-like force field-laden passages. His main tool is a G-Lifter, a device use to grab, carry, and launch heavy cubes. The game stars John Rochard (pronounced “row-SHARD”), a space trucker and asteroid miner who returns to his mining colony just in time to get sucked into a series of events beyond his control. Rochard is an exciting adventure with an unforgettable atmosphere and a dose of good humor.Publisher: Sony Online Entertainment / Developer: Recoil Games / Platform: PSNįorget “Metroidvania,” this is “Metroidvalve.” Rochard takes the familiar formula of a Metroid style game-a series of interconnected rooms, locked doors, vents and tunnels, power-ups and upgrades-and adds physics puzzles.
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