only, so far) California-based E3 held outside the LA Convention Center, I
discovered a potential masterpiece in the side-scrolling space shooter genre.
It wasn’t baked in million-dollar graphics or hyped with a sequel name on the
box. This game was created from a simple idea: what if everything you
destroyed could be acquired and used as a shield and/or power-up? That was all
it took for Blast Works: Build, Trade, Destroy to become an unforgettable
game.
For the next 11 months, nothing could remove
its images from my head. The retro controls, oversized enemies and
impenetrable bosses came right out of the R-Type playbook. But the developers
made it their own shooter. The player’s aircraft is like glue – as damaged
enemies fell to their graves, I could sweep in and grab them from any angle.
Within the first minute I had enemies attached from all sides. Their weaponry
became my own, shooting automatically with every launch of my own ship’s
cannon. Like all space shooters, the time eventually comes when you can no
longer dodge every enemy attack. But it didn’t matter. My inability to
maneuver perfectly would only mean the sacrifice of things I had collected.
In the time between the game’s unveiling and
its release, these simple yet ingenious developments were heightened to new
levels of space shooter mastery. Blast Works is, to put it mildly, an
unrelenting blast.
Keep Your Eyes Open
Space shooters love to kill us. In addition to
boss battles that take dozens (if not hundreds) of shots to defeat, they use
excessive attack patterns to keep the average gamer – even the most skilled
players – from being victorious. It’s like they don’t want anyone to win.
Ever.
In a strange way, that’s part of the lure.
Blast Works doesn’t shy away from that. Its “rookie” mode is hardly for
beginners. Most players should get through the first three levels without
breaking any windows. After that, you’d better play in a room with walls that
are well padded, and board up any windows or TV screens not currently in use.
Be warned: they are in danger.
In most circumstances, only a handful of
enemies will attack at one time. This sounds user-friendly, but note that
their attacks consist of several different patterns and multiple ammunition
types. Bullets aren’t the only thing you’ll have to evade – there are laser
circles that float around the screen; small rectangles that hover over the
enemy (their size makes them hard to see and are thus hard to avoid); triangle
clusters that stay in place for two seconds before jetting toward the player;
and a mixture of each that can be unleashed in almost any formation.
But this beast is not without beauty. Though
you may feel overwhelmed throughout most of the game, enemies often attack
with a small window of evasion. You may not see it right away, and you may not
be quick enough to reach it. But in between the clusters of bullets, lasers
and everything in between are small spaces that are barely a centimeter larger
than your aircraft. It’s just large enough for you to fit through, creating a
tense and grueling experience that’s really exciting.
Unlike the E3 demo, which consisted of basic
shapes and similar-looking spacecraft, Blast Works is much more diverse in its
finished form. There are several different types of aircraft (helicopters,
modern and old-fashioned planes, futuristic-looking boss designs, etc.),
spaceships, boats, warships, balloons, floating space balls, and countless
others. The enemy controls most of them, but you’ll be given a different
aircraft or spacecraft of your own to control with each campaign.
As you defeat the enemy, acquire their ships
and expand your attack capabilities, the controls don’t change. Your ship’s
movement won’t either. But you will still notice some visual adjustments. The
longer you extend your aircraft’s reach (with several helicopters attached to
the front, for example), the more front-heavy it becomes. Your aircraft
continues to move at normal speed but may feel slower because the attached
aircrafts aren’t moving as quickly. This might sound awful, but it’s actually
better than if weight and gravity effects hadn’t been considered at all.
What’s really cool is that, once you realize
the true benefits of these apparent disadvantages, new attack and defense
mechanisms become available. One cool strategy is to grab as many
enemies/objects as possible, filling 1/3 (or more) of the screen. Then keep
your ship to the far right side of the screen and fly up and down, performing
a hammer-like maneuver. In most levels, an enemy or two will break through and
destroy your plan of total annihilation. But if you’re quick (and very lucky),
you could get through the entire stage without dying. That’s what I call a
“Blast Works Miracle.”
Back to Work
Knowing how much players love to break windows
together – I mean play shooters with friends – Blast Works offers two local
multiplayer options: two-player co-op (campaign mode) and a four-player
score-based competition (arcade mode, which is basically the same as campaign
but with a limited number of continues).
As if that weren’t enough, there’s also the
aspect of building and trading, just as the title promised. Using the
extensive shape, bullet, ship, enemy and level editors, players can create and
share (via WiiConnect24) everything in the game. Start from scratch or edit
existing content. There are dozens of options to choose from, with both 2D and
3D views available, Photoshop-style selection tools and tons of pre-made
shapes. It’s amazingly deep, greatly increasing the replay value of a game
that already begs to be played through multiple times. There are also a few
bonus games to unlock, but only if you’re good enough to beat the campaign
mode first.
If there’s anything Blast Works doesn’t get
right, it’s… You know, there isn’t much of anything it didn’t get right. I
could fault it for being short, but all space shooters are short. I could
fault it for being challenging (and frustrating on some of the harder
difficulty settings), but all space shooters are like that. Even so, Blast
Works isn’t cheap. It won’t kick you while you’re down. That doesn’t mean you
won’t scream a few obscenities while playing – fans of The 40-Year-Old Virgin
might feel the need to shout, “Kelly Clarkson!” a few times. But that comes
with the territory, and this is territory that shouldn’t go unexplored.
|
Gameplay: 9.0
Stellar, inventive, addictive, and very challenging. Playable with the Wii
remote by itself, the Wii remote and Nunchuk combo, and the Classic Controller.
Graphics: 7.9
The bright colors and simple level, ship and object designs are unusually
appealing.
Sound: 7.5
Catchy tunes and retro effects make up the sound of Blast Works.
Difficulty: Medium/Hard
Hold on to your sanity.
Concept: 9.0
The best thing to happen to the space shooter genre since R-Type.
Multiplayer: 8.0
Great co-op battles and five game editors ensure the fun will last.
Overall: 9.0
The best thing to happen to the space shooter genre since R-Type. Yes, I
already said that, but it had to be said again. This game is a must-own.