Posted August 19, 2014
Since I could not post my review through the game's page, for being to long (more than 1500 characters), I've decided to post it here so it is not written in vain.
2 stars out of 5
I honestly wanted to love Teslagrad. I really did. It carries great promise, it exhibits rather nice artwork and introduces a set of interestingly original gameplay ideas and mechanics. In reality however, the game failed horribly to convince me to persevere through its challenges, as its gameplay never felt fair. It's awfully hard at times without matching its difficulty with the required precision in controls to deal with its challenges. Allow me to elaborate.
A game can be hard, but as long as the game mechanics are predictable, the controls are precise and the game communicates what it wants from the player, it is "fair game". Take Dark Souls for example: it's a very hard game, but it's always fair. Because the game mechanics are predictable and precise, if you fail, it's always your own fault. This is not the case with Teslagrad. The game has a steep learning curve as it does not communicate its rules and expectations well to the player. Think of the lack of logical predictability of the game's physics and the lack of an adequate indication of progress as there is no HUD or any on-screen indicators. Additionally, although a minor complaint, the map is not scrollable or labelled, making exploration a chore at times. Nonetheless, it's the game's controls that are the biggest offenders in Teslagrad. I cannot call it anything else but infuriating. Utilizing a Xbox PC controller, jumping feels extremely "touchy" and "floaty" and the magnetic physics are often unpredictable. Pair that with some extremely hard physics puzzles and you have all the ingredients for a frustrating, infuriating, throw-the-controller-against-the-wall gameplay experience. I never gave up in Dark Souls... fighting Artorias was way less frustrating than the "long-magnetic-flotting-shaft-with-electric-obstactles" in the later part of the game. If you've played it, you'll know what I'm referring to. These problems could remedied however.
1) Adjust the challenge level by taking out unnecessary difficulty spikes. 2) Discard the one-hit-death. 3) Adjust the user interface by making the map scrollable and more comprehensive with location labels. 4) Implement an adequate HUD to incorporate the aforementioned changes. 5) TWEAK the jumping and climbing mechanics by taking a cue from Mario games! 6) And last but not least: make the magnetic physics more predictable by implementing on-screen indicators and/or overlays. Take a cue from "Mark of the Ninja" for example, and witness how on-screen indicators and a HUD work wonders to prevent aggravation.
Looking at the number of deaths per time unit, I perhaps died an equal number of times or more in Teslagrad than I did in Dark Souls, a game I bothered to finish, despite its extreme difficulty. I guess that says something. I gave Teslagrad many chances, but until the game's flaws are remedied, I call it quits. The game defeated me, by actually defeating itself. Such a pity.
2 stars out of 5
I honestly wanted to love Teslagrad. I really did. It carries great promise, it exhibits rather nice artwork and introduces a set of interestingly original gameplay ideas and mechanics. In reality however, the game failed horribly to convince me to persevere through its challenges, as its gameplay never felt fair. It's awfully hard at times without matching its difficulty with the required precision in controls to deal with its challenges. Allow me to elaborate.
A game can be hard, but as long as the game mechanics are predictable, the controls are precise and the game communicates what it wants from the player, it is "fair game". Take Dark Souls for example: it's a very hard game, but it's always fair. Because the game mechanics are predictable and precise, if you fail, it's always your own fault. This is not the case with Teslagrad. The game has a steep learning curve as it does not communicate its rules and expectations well to the player. Think of the lack of logical predictability of the game's physics and the lack of an adequate indication of progress as there is no HUD or any on-screen indicators. Additionally, although a minor complaint, the map is not scrollable or labelled, making exploration a chore at times. Nonetheless, it's the game's controls that are the biggest offenders in Teslagrad. I cannot call it anything else but infuriating. Utilizing a Xbox PC controller, jumping feels extremely "touchy" and "floaty" and the magnetic physics are often unpredictable. Pair that with some extremely hard physics puzzles and you have all the ingredients for a frustrating, infuriating, throw-the-controller-against-the-wall gameplay experience. I never gave up in Dark Souls... fighting Artorias was way less frustrating than the "long-magnetic-flotting-shaft-with-electric-obstactles" in the later part of the game. If you've played it, you'll know what I'm referring to. These problems could remedied however.
1) Adjust the challenge level by taking out unnecessary difficulty spikes. 2) Discard the one-hit-death. 3) Adjust the user interface by making the map scrollable and more comprehensive with location labels. 4) Implement an adequate HUD to incorporate the aforementioned changes. 5) TWEAK the jumping and climbing mechanics by taking a cue from Mario games! 6) And last but not least: make the magnetic physics more predictable by implementing on-screen indicators and/or overlays. Take a cue from "Mark of the Ninja" for example, and witness how on-screen indicators and a HUD work wonders to prevent aggravation.
Looking at the number of deaths per time unit, I perhaps died an equal number of times or more in Teslagrad than I did in Dark Souls, a game I bothered to finish, despite its extreme difficulty. I guess that says something. I gave Teslagrad many chances, but until the game's flaws are remedied, I call it quits. The game defeated me, by actually defeating itself. Such a pity.
Post edited August 19, 2014 by LionheartXL