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Title: Dimension Drive
Genre: Action, Indie
Developer:
2Awesome Studio
Publisher:
2Awesome Studio
Release Date: 7 Dec, 2017
Minimum:
English,Japanese,Korean,Traditional Chinese
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Dimension Drive is a great vertical shoot-em up. It is a real challenge with its dimension jump capability which gives you new ways to avoid the bullet hell. It lets you exercise your brain in new and exciting ways. The co-op is very hard core and great fun when playing with a friend.. Wow! Changing dimension is the perfect mechanic for a shootemup. It starts easy but then both screens gets crowded of enemies and bullets and jumping from one screen to the other is challenging and demands total focus. It's a refreshing way to use my skills. For the genre, this game is long enough (13 levels, but I needed to repeat some of them :P) and the replay value is very high (thanks to the innovative core mechanic and lots of new modes).. tl;dr - Dimension Drive Early Access - (category: indie, indie-midrange cost, early access) -this game is a solid 8-9 with all things considered, the early access indicator does mean that i played a shorter version. it only suggests that if an appropriate amount of content is added to be a full game (and if some bugs are fixed), it will be a solid 8-9. First, the game has a surprising amount of polish. For an indie game, I believe we have gotten accustomed to 3 skimped characteristics that have left me wanting in more than one impulse-indie-buy. In this case, Dimension Drive was a welcome inclusion to my indie library. You are the orphaned child fighting an evil(?) military laying waste to hometowns with a vendetta as they killed your species and plenty of other innocents. You are Jack and are being helped by a 'Seeker AI', much like a Ghost from Destiny. You are in a ship that can change dimensions. It's not the most unique story, but it's convincing enough for anyone to accept it and focus on the gameplay. (In a review I try to leave out external factors to influence what I hope to be a semi-objective review, but the devs have said that they intend to expand upon this story and utilize the same universe in games to come. There is plenty of 'lore' here to be convinced and interested in what happens and why, and they have built the foundation in DD to achieve this.) The gameplay at its core is a scrolling sci-fi spaceship bullet hell shooter. (Think Galaga, Type-R, Gradius), but where DD is more unique its hook, you are effectively playing split-screen with yourself. On one side is your fully materialised ship. On the other side is a ship indicator that cannot be damaged or killed (yet). As you shoot your weapons and progress, you will find enemies spawning in different patterns on both sides of the screen. You are also flying through two different maps with different obstacles and pickups. As you shoot your weapon, your energy drains. Flying the ship on the other side allows your energy to refill. That's the mechanic on paper. But in practice, you are quickly and seamlessly teleporting between two levels, avoiding the rocks on one side while being sure not to teleport into certain death on the other. As I put it yesterday, "it's like you keep having mini-strokes." Because while many bullet hell lovers like myself enjoy the moments where we prove our reflexes and skill, DD adds twice the planning, twice the caution, and twice the precision. Most games would leave plenty of buffer room for teleports, but I found myself edging rocks and catching myself using the (later-unlocked) brakes to carefully place my ship or plan out my next move. It was difficult. It required perfection. I was blown away by 2AwesomeStudio's understanding of the indie demographic: gamers who want a challenge. Now I should mention, I hopped into Hard difficulty (there are 4 modes: Normal, Hard, Extreme, and WTF??). I'm not sure the differences to be honest, except that Hard mode has no shields to start. Extreme and WTF are not yet unlocked. The first couple levels were fairly straight forward, focused on keeping your (up to) 99x combo and managing damage and energy levels while shifting from one side to the other. World 2 was an extreme ramp in difficulty with a much faster component and far more obstacles without so many enemies. I spent about an hour and a half beating this level. But gamers who would like this game like it. We like the challenge. We like the feel of getting better, and after completing level 2-3, I felt I could take on any challenge in DD (I promptly entered the BiWeekly challenge and crushed it). If I were in a video game, my bullet hell skill increased. I was mesmerized, the music was excellent, the challenge kept me captivated, and despite the salt, I persevered. Therein lies the beauty of DD. With that said, there were some issues with the game itself. Mechanically everything played perfectly, except for a glitch which makes your ship unable to transport. The levels are short enough and death isn't penalizing enough to make this an issue. I often just killed my ship to restart a level anyway, but it was frustrating when getting to the hardest part of a level only to die, have 2 lives left, and be unable to progress. (Shifting is necessary or you run out of gun energy, rendering it unable to complete, plus most levels cannot be flown straight through on either side). The story as I said was okay. It wasn't incredible, but it was convincing and fit the game itself. The devs are focusing on completing the story and adding the necessary levels, so we will see how it plays out. I was curious but not captivated. Dialogue was interesting, but it did have its share of grammatical mistakes. A fix of that will really add to the polish. During my stream, I was able to skip over this and read what it meant, not what it said, but gamers will tear the typos a new one. A technical concern I do have is the requirement of dedicated graphics. While I understand many of my gamers out there will be able to play without issue, prior to having a GPU installed, the game was unplayable. Period. I don't mean it looked bad, I mean essential mechanics would not trigger and when I installed my GPU, the game registered far more than without. For a smaller indie game, this may hurt in the long run. A less graphics-intensive mode or setting I think will help their purchasers. I know this sounds like a minor gripe, but with the Intel HD 530's, the onboard graphics of Intel's later-gen processors, I have been able to play any game from Binding of Isaac to Elite: Dangerous to Civ 6 without issue. It is a head-scratcher for me but I don't understand the backend of gaming technology. Just be damn sure you read the system requirements. Lastly, something that I LOVE, is the BiWeekly Challenge. A new level added every two weeks with leaderboards that you can play to be ranked. I love modes like these, so I am very happy to see this kind of mode included for replayability. I really liked the Binding of Isaac: Afterbirth leaderboards (minus their getting hacked to hell), but I do like this kind of game adding that feature. To add an extra element, is the fact that this kind of game CAN have a "perfect" score. By killing every possible enemy, or the most possible enemies on a given route, not dying, not taking damage, not getting a low-energy warning, there can be a perfect score. I believe this will truly add an interesting challenge for the dedicated out there. Moderately priced at $12, this game is worth it. I'm not sure how many levels will be added. I was able to beat the early access on hard-mode in about 4 hours of gameplay, but with more levels to come, I can see $12 being an excellent price tag, even up to $20 as long as there are enough levels to come.. I was a kickstarter backer! :D The mechanic of changing worlds and having to be looking both things at the same time is just mindblowing and fun.. Fun game but the damn walls 10/10. Great space invader/ side scroller kind of game. Highly recommended for 2 players due to the teleport mechanic. Would be great if it includes 4 player local play. Needs more content. Highly priced at the moment.. Very fun shmup in the vein of Ikaruga, except instead of shifting polarity, you shift screens to manage vulnerability. If you like shmups, you'll dig it.
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