I purchased the game for £1.99 on the app store on my Iphone 3GS, then I was ready to go. I was greeted with a very simple menu screen such as above and a very soothing voice of a female robot. Then selecting a level ad beginning to play, I had no idea what to expect. Although the game has a very basic art style and general feel, it has quite an hypnotic retro feel to it.
In total, there are 6 levels within the game, although you start off with 3 levels and it gets progressively more and more difficult throughout each of those three. Once you get past a decent best time which is usually 50 seconds or so, then the the 3 even harder levels are unlocked.
In Super Hexagon, you hurl around as a small triangle within a maze of hexagonal lines which adapt and alter in shape as you go around throughout the game. It starts off fairly easily (which is fairly hard in this game), then progressively gets harder and harder and one small mis-touch or over powered touch then the game can instantly be over. The music plays a big role in spurring the player onward in a rushing frenzy and adds to the retro die hard character of the game.
Again, lets break down the mechanics and aesthetics of the game:
Mechanics: The mechanics of this game are simply moving left in a circular motion and moving right in a circular motion. The whole game is that simple, but you are opted with not only the option of moving left or right, but with a myriad of locations to stay put in order to avoid being hit by the oncoming lines that come towards you in great haste. The mechanic of moving left and right was made purposefully really sensitive which is a sign of the professional player to be challenged and to succeed in developing and adapting great amounts of speed and skill for the ongoing levels.
Fanart made by a Deviant Art user of the turmoil of the triangle icon vs. the super hexagon |
The triangle is pursued by the hexagonal lines and you control the triangles dodging ability and fate. The mechanics of moving is done to such a pressure sensitive way that only the hardcore of gamers would stick around to give their luck a shot. This invigorates a strong sense for the user to want to try and try again with really quick restart time.
Aesthetics: The overall aesthetic outlook is really retro and basic in it's initial appearance. The music is also tuned into to retro style techno music reminiscent of Tetris and other pre-1990 games. It all comes to give the user an overall feel of being at an arcade as a teenager. The overall feel from all the aesthetic aspects is that of a game that really pushes you to experiment with it's infinite replay value that it offers.
The minimal colours that frequently switch around and the simple primitive shapes that are presented almost present themselves as an almost psychedelic art experience. Some of the flashing colours could also be seen as somewhat endangering to those with epilepsy with is fast passed varying speed and striking constant. The movement of the triangle is so fast it can take some getting used to and can initially putting off first time users of the game, although it can also provide a very challenging experience for other users with great ambition.
All in all, this game executes the use of such a simple mechanic and form or gameplay into something somewhat artistic and genius which really focuses on the bare minimum of user experience and is customized to a certain targeted audience of the hardcore gamer.
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