Many writers daydream of their words having a powerful impact on the world; effecting change against evil and oppression. Developer Brainseed Factory has sought to adopt this concept quite literally in the form of Typoman.
The bleak yet somehow achingly beautiful world of Typoman is one where letters take form and serve functions. Even the characters themselves, including main protagonist HERO, are built from the very letters of their names. Push stray letters together to form a word and it will adopt the properties of what was spelled - a simple ON will power any nearby machinery, for example, while the word HEAVY will actually be so.
Seeing words come to life is a clever, exciting mechanic, but let's make certain we're all on the same page here. This is not a game where you can just make a gaggle of words willy-nilly, a la Scribblenauts. Words are meant to solve puzzles, so in the majority of cases only a certain word is going to bear fruit. This demand is kept very reasonable by only having certain pools of letters to choose from at certain times, either just hanging around (sometimes literally) or offered within letter-generating machines.
There is often an actual sense of labour when it comes to putting words together. HERO can push and pull letters, or pick up one at a time to set them down or give them a small toss. It can feel a bit cumbersome and time-consuming in some cases, especially when foes are breathing down your neck. It's nice that the letters have such a feeling of substance and weight in the need to move them around, but there are times when you may wish the process was faster.
Brainseed Factory did provide two extremely helpful GamePad aids when it comes to wordsmithing, however. The Scrambler can take a group of letters that's been smushed together and make them much easier to work with on the touch screen, allowing easy rearranging and even removal of unnecessary letters. It will become your best friend. And if you have no idea what word to be making in the first place, tapping the hint button will provide help. Not content to immediately spit out the answer, hints first come hidden within a thematic sentence or two that materializes out of the void of your GamePad screen. Very cool. Tapping the hint button again will actually highlight the word you need to create.
The puzzle element of Typoman is superb, but it is also a 2D platformer. It's in this respect that the game feels like it could have used some extra editing. Although the dim, rickety world is fascinating to navigate, there are times when the platforming pulls no punches whatsoever. Death can come quickly and sometimes unexpectedly, providing somewhat of a trial-and-error feel at times; there are times when a nasty demise will be rushing at you and you're given no leeway whatsoever. If you're not already running in the right direction (or even holding down the correct direction to run before your checkpoint reloads, in some cases), you might as well kiss your consonants goodbye.
The at times demanding nature of the platforming is often not a big deal thanks to the extremely forgiving checkpoint system. Just about every small victory or bit of progress made is autosaved. There can still be a problem, though, when your death feels like it comes from the controls or the sometimes bumpy way HERO interacts with the environment.
Every now and then a jump might demand leaping from the very edge of a platform, yet HERO gets hung up on the landing and falls to his doom anyway. If you spent time pushing and pulling letters together just before that jump, you might just have to do it again - and it doesn't really feel like your fault. Those unforgiving "rush" areas mentioned above can be particularly aggravating when it doesn't feel like you have as finely tuned influence over HERO's fate as you should, and you might be repeating these sections many times, often because your character doesn't always clamber up a ledge when he aced it the previous time.
These brutal, knee-jerk areas almost feel like they clash with the often more thought-collecting intentions of the word-forming mechanic. There are certainly tension-raising times when you need to make a word in a hurry, however, and that part of the game's atmosphere can't be faulted. It fits well within the jagged, lonely world of letters, although no real story is given to explain how it has come to be this way or why evil things are after your alphabet.
Completion times will vary depending on how stuck one might get and how often they dip into the hint system, but Typoman is still a relatively short game. It can be finished in less than 4 hours and no extras appear to be unlocked once you're through. It should also be noted that there are no language options aside from English. The characters of the English language are just too ingrained into the world that other languages would be difficult if not impossible to transfer over in a sensible way.
Conclusion
Typoman fashions a marvelous world full of wordy wonder, and those who feel it would be up their alley should definitely give the game a try based on that alone. However, the smudges that can come in the platforming, combined with the roller coaster difficulty, may very likely frustrate some when they find themselves caught in a death loop. The shorter length of the game is also a factor to consider, but the thought of a sequel with an expanded vocabulary and tweaked platforming makes us want to look up "enticing" in the thesaurus.
Comments 45
The demo didn't do much for me at all.It's the kind of game I'd play once,get so far then get stuck and never play again.
I hope it's not like limbo, $15 and less then 2 hours and a huge waste of both. Great art style, terrible game...
@Donutman Nintendolife says the price is $11.99 right under the GAME OVERVIEW to the right of the picture before the review.
Liked the concept a lot, but (from the demo) controls and platforming were bad enough to put me off the game entirely.
Limbo was a weak game hiding behind nice art. It's a shame that the critical success it received kicked off so much style-over-substance indie development. (Not saying there isn't substance in Typoman - because the game has good ideas. It just doesn't have the level of polish required to make it "good".)
@Donutman And Nintendo's site says the game is $13.99
No mention of how the game is pretty much unplayable for people who can't speak English?
Why did you list the discount price instead of the actual price?
@GeminiSaint Seeing as the review is written in English on an entirely English website, I don't see why such a disclaimer would be necessary for the review's audience here...
@GeminiSaint Because you would need to be able to read English to understand that the review is telling you you can't understand the game if you can't read English.
@GeminiSaint That said, however, and after a bit of thought, it would likely be worth mentioning that there are no ways to convert the game into other languages. I will have to add that.
@GeminiSaint Japanese games are pretty much unplayable for those that can't speak Japanese either. No point of putting up a disclaimer. It is a game made by English speaking devs and this is a site aimed at English speaking readers...
Day one purchase for the missus and I
As a designer, this one really stuck out to me during the Direct. I will look into this.
In my review, I thought it was one of the best games I've played all year.
@thesilverbrick @TimLatshaw @Ryu_Niiyama I do not agree because some people like me that are not english speaking native trust more Nintendolife than other game related website (written in our native language or not). And as we read review to buy games not only for us but for family, we'd like to know if our children will be able to play these kind of game.
Particularly this one that my daughter enjoy a lot but that I help finding words to build.
@gurtifus Thank you for letting me know you're out there. I will try to keep non-native English speakers like you more in mind when needed during reviews. : )
@Humphries90 The Typoman banner on your homepage currently links to your Word Party review, but I still read your take on Typoman in the reviews section. I'm glad you enjoyed it so much, because there's absolutely brilliant stuff in it.
Well, a 7 is still good but I just commented on the launch trailer that this was looking potentially Limbo level of quality. It's a shame it fell a little short of that. Still looks very cool though.
To everyone saying Limbo was a "weak" or "terrible" game—you clearly have no clue what makes a good/great game.
And overall length has absolutely f**k all to do with it, for sure.
Although, if a game is particularly short, only a couple of hours to get through the main game for example, then it should aim to at least have great replayability imo, just so players get a decent amount of 'bang for their buck'. Great replayability can balance a game that's a little bit shorter to get through—Super Mario World, for example, can be completed in a couple of hours if you just run through it, but it has near infinite replayability, and it's an indisputable masterpiece of game design—although most modern gamers are too ignorant to really comprehend replayability, and just want 60 hours of single play-through playtime (even if nothing about it really makes them want to play the game again after beating it once, if they even beat it fully a single time in the first place).
But Limbo is, without debate (whether you think there is a debate to be had or not), a great game.
@gurtifus Good God, what gobbledygook did I just read in your reply? If I were you I wouldn't play this game.
@Kirk The thing is this game only takes a couple of hours to complete and is completely linear. It doesn't have replayability. Which is a shame, I was hoping this would be a great game. I'll still buy it but not before it's reduced significantly, by at least half the price.
I enjoyed the demo. I agree the platforming was a little clunky, but the concept was interesting enough for me to see past it. Plus, like Limbo, you typically start right where you died, so dying is clearly an intended part of the discovery aspect of the game. It's not meant to be a tight Mario style platformer, but rather a paced puzzle platformer. If you enjoy such games, I think there's plenty to enjoy here. I'll pick it up.
I liked the demo and look of the game it's a nice twist on a puzzle game n platformer definitely gonna support this game hope for more in the future.
Well, as long as I'm not philogrobolized or in a zwodder due to the effects of ale-passion, I reckon this is right up my street.
Really enjoyed the demo and willing to overlook the sometimes clunky gameplay.
I'll definitely buy this as soon as I have the funds.
@Kirk In my opinion Limbo is a slightly below mediocre game. My first complaint would be length and even though I got this game on sale I felt kinda ripped off by it. Like you said replayability is important and so for short games like Mega Man 2 and Super Mario World that is not an issue. The problem is that I don't feel compelled to play Limbo again. The gameplay for me was frustrating with it seeming like the only way to move forward was go die and correct your mistake. Over and over again. For some people this is totally fine but I got annoyed by it.
I could argue my side more most likley but after beating the game awhile ago I have honestly forgotten some of my annoyances (One of them was some type of control issue on PC but yeah I can't remember at this moment). I will say though the art style is really good and there was enjoyment to be had just for me the frustration overshadowed it. I personally just didn't like it but I'm totally fine with others thinking it was good or great. We all have opinions.
@Ryu_Niiyama Shinen and Image & Form should then release their game in German and Swedish worldwide? I bet americans will be fine that, especially since no US gamer complain about XCX being in UK English instead of US English...
I really loved the demo and hoped for a higher rating, however I also encountered this problem and thought they would improve the platforming mechanics until the release:
"Every now and then a jump might demand leaping from the very edge of a platform, yet HERO gets hung up on the landing and falls to his doom anyway."
Seeing that they didn't, I guess the rating is deserved. I'll still buy it anyway.
@GeminiSaint People who can't speak English don't visit this site. Period.
@gurtifus Even though you're right with the assumption that "people like me that are not english native trust more Nintendolife than other game related website (written in our native langage or not)", you and me still have to be able to read the English language (which in my opinion, everyone in the world should be able to, especially Germans) to read this review. So I don't get your point.
Besides, this is a game that hinges on English words, so how could you expect it to support different languages? That's as if you would demand that Mario Galaxy also offers guns so that you can play it as an ego shooter instead of a platformer. English words are the main element in Typoman just as platforming is the main element in Mario Galaxy.
@dadajo Well, if you were playing it on PC, with keyboard controls, then that in and of itself is just a bad way to play any kind of platformer, imo. Not your fault, but I most certainly wouldn't judge the controls based on using a Keyboard to play the game. Keyboards really weren't made for platformers, and just aren't ideal for them, at all.
Also, the game was made for Xbox originally, which, to me, says you really need to be playing it with a controller to get the proper experience. It's like if you've ever tried to play a Mario platformer on PC, using the keyboard—it's kinda sh*t, but that is in no way, shape, or form, a reflection of how good those games actually are, and how good the controls are.
If you were playing with a controller, I don't really know what to say, but I never had an issue with the controls and think they are in fact very well done.
I can see how you could have an issue with some of the other elements though, and fair enough—still, I don't think either of them is an actual real flaw in the game design itself, or representative of a less than stellar quality of game design. Two hours of great fun is still two hours of great fun, so the length doesn't make the game bad, it just means more would be better. The lack of replayability, especially when the game is so short, is a negative though. And the dying thing isn't actually likely to happen too much if you really pay attention to what the environment is telling you, which is intentional, but even if you do die, I think the quick restarting from just before the point where you died is a very fair way of handling things. I don't think the mechanic of being able to immediately restart from where you died is bad design. In fact, I think that's good design, at least certainly in a game where you might die quite often. Super Meat Boy was great at this too.
@Sligeach And my argument would be that it is a great game, and the lack of replayability is an issue simply because it's very short. The length itself isn't a problem, because I totally disagree that a game needs to have 20-60 hours of single-play-through length to be considered good. The lack of replayability, especially when the game is so short, is a negative though—since it means you're not really get much play time for your money—and personally, I think a lack of replay is usually a negative to be honest. Outside of that, I'd say it's stellar though.
@Ryu_Niiyama "a site aimed to english readers" ? We all read English my friend. I'm french, all my french friends who own a Nintendo console read Nintendolife, and it's the same in spain, germany, italy, ...
It's an INTERNATIONAL website. As English is an international language.
As for the problem of the language in the game, yeah, it's a problem. Because perfectly reading english doesn't mean you will easily find the words the game ask you for.
So yeah, that could be very useful to write in its review that the game is strictly in english and that it could be an issue for foreigners, as it will be sold in all international eshops.
@Miss_Dark you said it. It wasn't a game as much as art. A less then 2 hour, no challenge, terrible controlling piece of art that was over priced just like art. A game like "lost in shadow" is not even heard of but 10 times longer and better, it's had to say I enjoyed limbo. Muramasa demon blade is also a work of art, that is an awesome game as well, and has probably 50 hours of playtime.
I want to want typoman, but it looks like limbo.
I also want to add that I couldn't stand journey. Same boring game but a piece of art. Well, Zelda games are art as well.
Looks good enough to me. I really liked the demo, just so different to anything I've played before. I'll get this when I have some money!
One thing I didn't like about the demo was the running felt stiff and there was no option to walk. I doubt that got adjusted in the final version but I am excited for this game, it looks fantastic.
@TimLatshaw Thanks for the heads up about my site. I've made that oversight far too many times.
@Donutman I thought Limbo was good.
This game is excellent. Is it hard in places? Boo hoo. As acknowledged, the auto save will have you starting back from where you left/lept off right away. It's really engrossing, definitely up there as a Wii U indie game of the year.
@shani How would you feel if this game was entirely and exclusively in Spanish? Or Portugese? Or Russian? Or any other language you can't speak? Wouldn't you feel kind of "left out"?
@Sligeach Sorry to be french and not like you english people lucky to have your language chosen as international language (fortunately because I'm sure a lot of english people would be too lazy to learn another one)
@shani I said that I wanted to know if my daughter could play with this game so I just wanted to know if there was an option to change it to english.
By the way I started it yesterday and it's ok for me but I saw that a lot of puzzles (at least during the first half hour) could have had some french version or other language. I'm sure that with a little work they could have made it in other language.
@Kirk "To everyone saying Limbo was a "weak" or "terrible" game—you clearly have no clue what makes a good/great game."
That must be it! People can't very well go around forming their own opinions! Based on their own likes and experiences! Kirk is the one, true, arbiter of what a "good" game is--all hail Kirk!
(For the record: Limbo was a weak game, and I've been playing games since the late 70s. (I know, that doesn't count, because even after thousands upon thousands of games, I don't know what makes a good game, unlike you who is an expert on such matters because you say you are.)
@GeminiSaint No I wouldn't (I would play it in Spanish though). Why should I?
@gurtifus: I don't have the full game yet, so I can't really assess that. But if you say it would be possible, I believe you. Maybe they could add other languages in an update, I don't know.
But for me, I don't see the point why I should play this game in German, for example. I'd much rather like to play it in the original language, to get the unfiltered experience the developer originally intended.
The thing is though: Why not see this game as an opportunity for your daughter to learn English? In my opinion everyone in the world should speak English and it's also so easy to learn. It's especially easy to start with single words like in this game, I guess (for example: back in elementary school we already sang English songs in class without ever having English class - still I understood the lyrics). It's similar to making your first steps into English by listening to music.
@shani yes, eventually I teach my daughter the words by giving some clue for each riddle. Like you say, it's a good way to learn vocabulary.
I liked the demo for its original concept, and I might download the game when it gets cheaper. However, the controls are very stiff.
When I heard about this game I was looking forward to something that would require me to think and not do much else. I was very interested, but I am so very done with 2D platforming, and if I DID want to play some 2D platforming, there's a boatload of megaman games I haven't played, and I haven't gotten very far in Shovelknight either, so I don't see why I'd get this game now, if I have to slog through the platforming to get to the interesting puzzles...
Played it all the way through now. It is short and sometimes the platforming is clunky. The puzzles do require some working out sometimes, though they aren't really that hard if you just look at the letters you have and the obstruction in your way. There's always the hint system too. And you can use the gamepad for switching letters around instead of buttons to make things flow more quickly (looking at you Doom and Close problem).
I found it very enjoyable. It has a fairly dark atmosphere and is having a go at providing a commentary upon the meaning of life. The lack of instructions generating a compelling feeling of being lost, the slightly awkward controls and the surprise deaths when you clear an evident puzzle only to get squished under an elevator you weren't expecting, do in fact provide food for thought. And a pretty accurate picture of life. Good triumphs at the end though. I'd describe it as kind of an intentionally brutal experience - definitely not a light and fluffy Nintendo type game. But, I really like it! Refreshingly different.
@gurtifus
Same here, man.
There are many Nintendo gamers that are from abroad and can not speak English very fluently (like myself).
In the last generation, Nintendo has gone to great lengths to make its games more friendly to Spanish and French speaking audiences, which I love.
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...