For all the different genres of games that indies are releasing on the Switch eShop in the last few months, the rogue-like (or 'rogue-lite', on some occasions) has become particularly popular. Randomly-generated levels, upgradeable stats and permadeath are becoming staples of modern gaming, regardless of whether you're shooting, building or jumping.
With the upcoming release of DOOM and Morphite, along with Wolfenstein 2 next year, the Nintendo Switch is starting to establish a strong FPS library, but it has already been well represented with other types of shooters. Whatever art style they adopt, the influx of top-down, twin stick shooters are becoming as much about the controls and mechanics as they are about attempting to offer something that sets them apart from the competition.
Finnish developer 10tons has now brought its third top-down twin stick shooter - Time Recoil - to the Switch. While Neon Chrome is more of a straight up rogue-lite and JYDGE has more RPG elements, Time Recoil balances the formula by providing skill-based gameplay that doesn't rely as heavily on weapons and ability upgrades, and instead offers a decent attempt at narrative progression.
Taking place and flip-flopping between the 1970s and 80s, the fate of Paris and the whole of Europe is in doubt due to a weapon of mass destruction. The player takes up the role of female hero Alexa - recruited by an organisation known as the Recoilers. As a former employee of the mad and increasingly maniacal scientist who created it, the main objective is to take down 'Mr Time' with the help of allies, traveling through wormholes and using the ability to slow down time itself. Starting off with going back to steal documents and intel, the many short and sharp missions serve as the backbone for the game's increasingly confusing yet enjoyable (approximately 6 hour) campaign. Its 'Hotline Miami'-style gunplay is tight, fun and challenging, and the inclusion of a narrative thread is a welcome change of pace, both literally and figuratively.
The straightforward, intermittent exposition of walking through a generic research facility and talking to different people, along with the objectives for each mission, feel like they get into a groove after a while - steal certain documents, take out or capture this enemy and so on. Thankfully, there are variations, such as light puzzle elements and destructible objects within the environments that can be hazards as well as used to your advantage. Within the confines of the game's perspective and architecture (mentioned a bit later on), its moment to moment gameplay is competent and cohesive enough to keep players entertained, helped along by reasonable level design.
The overall presentation, however, is somewhat of a mixed bag. On the one hand the comic book-style text panel exposition and hand drawn characters in story segments add a bit of personality. However, the transition between the different years is basic and functional to put it politely, and - monochrome flashbacks notwithstanding - the game's aesthetic doesn't really pop or change depending on what time frame you are in. The bland architecture and a limited variety of character models fail to visually differentiate from one another, and with no props, signage or even limited popular culture references, the result leaves us a title that is visually functional and little more. There are good explosions along with an appropriately thumping retro electronic soundtrack, and brutal sounds of fallen enemies add to the atmosphere, but it often looks rather uninspired.
As for the nitty-gritty of gameplay, a typical level in Time Recoil will place you in a tight office or laboratory space, and you'll navigate corridors and rooms with a narrow field of view. This can be annoying due to the potential for insta-kill deaths, but killing an enemy will slow down time, resulting in an easier opportunity to find and dispatch your next target. While it might be initially frustrating, establishing an efficient route and memorising the enemy positions in order to perform these kill streaks gives the player a real sense of accomplishment. The more kills in a combo, the more chance of earning strong dash abilities, allowing you to plough through walls and obliterate clusters of soldiers, reminiscent of fellow Switch title Mr. Shifty. These powers are found and utilised within levels rather than static upgrade screens, and there's also an element of stealth that requires a sense of strategy and planning - that's a nice touch in this genre.
Beyond the main mode there's also a Time Attack option along with achievements to collect. The time attack mode in particular enables proficient players to show off their skills, demonstrating uninterrupted runs through a level by using a balance of defensive dodging, precision kills and devastating rush attacks. These are really impressive to both perform and witness.
Conclusion
Time Recoil feels like the most refined of 10tons' three top-down shooter titles on Switch, and while initial frustration and slightly unspectacular visuals are drawbacks, it is the crux of the game that makes it both more enjoyable and immediately more satisfying. Having a more fleshed out story - as well as quick missions, the time manipulation mechanic and twin stick arcade thrills - sets this game up to be a more layered take on the now familiar genre. While there are some technical drawbacks still present, progressing through Time Recoil and achieving high combos of slow motion kills makes for an enjoyable experience.
Comments 17
I'm a sucker for any game that messes with time, I'm interested.
Mentioning Morphite, I assume there will be a review for that? @NintendoLife
Mr. Shifty was enough of this genre for me. At least for the time being.
@KillerTan98 every Switch game gets a review here.
If it wasn't top down (the same reason I didn't buy Mr. Shifty) I might've actually bought it, I like games with time manipulation.
If all these indie developers weren't so lazy they could've just made a proper 3D shooter. Instead they just waste a lot of potential.
"...feel like they get into a groove after a while - steal certain documents, take out or capture this enemy and so on. Thankfully, there are variations..."
Should that be "get into a rut" instead? 'Groove' would be a good thing (hit your groove, grooving, groovy, etc.)and it doesn't sound like that's what was intended.
I absolutely loved mr shifty. Very good game.
Will I like this? Does it have the same arcade like speed and smoothness to it?
@shani That would completely change the gameplay, UX and design of the entire game. Indies don't have the same kind of money that AAA companies do, so perhaps their "laziness", as you put it, could spawn from a need to release the game in a shorter amount of time in order for them to stay afloat. Another factor to be considered here is where their skills lie or where they see the market going.
This reminded me of Alien Syndrome which was a bit underrated in my opinion on the Wii. At least I had a blast playing it with a friend back in the days.
@Kilroy You don't have to be an AAA studio to develop games set in threedimensional worlds.
In fact, creating 3D worlds doesn't have to cost anything (apart from time, of course) nowadays with tools like Unity.
There are also other indies who do develop 3D games without any problems.
So it's not a matter of resources but just a matter of laziness.
Also, 'the need to release the game in a shorter amount of time in order for them to stay afloat' just sounds like bad planning.
If you have to release a game earlier than planned, your initial planning was probably just faulty.
And if you're just releasing games to keep the company alive (opposed to making video games out of passion), you're not doing it right. A game (or any piece of software) will never be good if it's rushed and released prematurely.
Maybe those kind of indie companies just shouldn't develop games in the first place, the indie market is way too overcrowded as it is.
@SuperCharlie78 Tell that to Syberia. Although they do a great job at getting most Switch games a review when most sites ignore a lot of indie games and rereleases.
Awesome!
Love top down shooters. Will play in between Odyssey sessions.
Never really been a fan of top down shooters so I’ll have to pass on this.
@shani @kilroy Damn the laziness of the developers of Smash TV and Geometry Wars. We could have had another couple of 3D shooters to throw on the pile instead of two of the greatest shooters ever made.
As a big twin stick shooter fan this sounds good. But after all these years the BEST twin stick shooters are STILL Robotron 2084 and Smash TV!! Oh how I would love to see them surface again on the Switch!!! Cmon Warner Bros!!!
I love this game, I think I prefer Jydge slightly more though.
@shani You missed every point I was trying to make...
"You don't have to be an AAA studio to develop games set in threedimensional worlds.
In fact, creating 3D worlds doesn't have to cost anything (apart from time, of course) nowadays with tools like Unity.
There are also other indies who do develop 3D games without any problems.
So it's not a matter of resources but just a matter of laziness."
Remember when I said it would completely change the gameplay, among other things? Not everyone wants to play 3D shooters like you. I also never said indies can't develop 3D shooters, I simply meant they don't usually have a massive budget that gives them the freedom they need to fully realize their vision if significant time is what they need. And saying that 3D worlds don't have to cost anything besides time (true) is seriously downplaying how long it might take a developer to make the world. Time is money.
"Also, 'the need to release the game in a shorter amount of time in order for them to stay afloat' just sounds like bad planning.
If you have to release a game earlier than planned, your initial planning was probably just faulty.
And if you're just releasing games to keep the company alive (opposed to making video games out of passion), you're not doing it right. A game (or any piece of software) will never be good if it's rushed and released prematurely."
No one said anything about bad planning, rushing a game out or making games to keep the company alive versus doing it out of passion. That latter comment especially is out of left field.
If it takes a developer six months to make a 2D game that they believe will sell and it takes them twelve months to make a 3D game that they believe will sell (profit margins being equal for the sake of argument), but their company only has enough finances to survive without a new game for nine months, what do you think they'll choose to do? I can see your response now, probably re-iterating what you said about maybe that company shouldn't even be in the business to start if they're having that much trouble. That is the case for a lot of indies, good and bad.
The gaming industry is very strong right now; retro 2D is in, modern 3D is in, futuristic 3D (VR) is in. Genres that were once thought dead have been resurrected. So just because a developer didn't make a game that you wanted to play (which would've taken more time, time that you have absolutely no idea how much they have), automatically they are deemed lazy. Expand your thoughts, please.
Tap here to load 17 comments
Leave A Comment
Hold on there, you need to login to post a comment...