
Metroid style games have returned with a vengeance in recent years. From Shadow Complex to Outland, it seems almost every month we are getting a new entry in the once almost extinct genre. Insanely Twisted Shadow Planet (ITSP from now on, as writing that mouthful in every second sentence would turn me into an Insanely Twisted Games Reviewer) was both my burden and pleasure and while it was nowhere near as good as the two games I previously mentioned, there was enough in the game to keep me going right ‘til the end.
As I loaded up ITSP I was greeted with a wonderful sense of style. An animation technique that I could only describe as a blend of Limbo, Disney and South Park, permeated throughout. The cut scenes all showcased this brilliantly, leaving no doubt in my mind that regardless of how the rest of the game turned out, I knew it was made with passion and love. This made it easier to forgive some of the game’s obvious shortcomings.

The first real problem I had with the game was the controls. The game had me guiding an unnamed UFO, flying through beautiful, yet wonderfully twisted, backgrounds. The left control stick was used to fly and the right was used to operate the currently equipped device. This system worked well when shooting or when broad movements were all that was required, yet ITSP also had many many puzzles that required minute movement of the right stick to place an item using the claw attachment or reflect a laser using a mirrored crystal. I had a lot of problems with this delicate movement, and I imagine most would. What made this even more frustrating was that this deft touch was often required with speed while being chased by enemies or dealing with other obstacles, leading me to reach the “if this happens one more time, I am going to throw my controller” point more than once.

Another issue with the game that almost sent me around the bend was cheap death. There is nothing more likely to get me swearing at my TV than dying cheaply over and over. Needless to say swearing became common while I was playing the game, even causing me to not play it while my kids were up, just so they would continue to think daddy doesn’t say words like that. There were multiple occasions in the game where enemies blended completely with the background meaning that I was unable to see them, only becoming visible when they came out of nowhere to kill me during the final stages of a difficult puzzle. I have no problems with challenging games, but resorting to cheap tactics only created a false difficulty that served to highlight the game’s clear design faults and cause me to want to inflict violence on electrical appliances.
It wasn’t all bad, mind you. The game boasted a superb retro sound scheme that reminded me of bad sci-fi movies from the 60s. The “pew pew” of the laser and “buzz” of the saw were so close to the sounds I made when playing as a child I wouldn’t be surprised if the designers simply recorded their own children’s play time. There was also a wonderfully moody tone to the background music that amped up nicely when danger was close and wound back in the quieter puzzle solving moments.

Speaking of puzzles, I found some of them to be truly inspired. There were, of course, gaming staples such as reflecting lasers and moving blocks, but one level in particular created a set of brain teasers that truly had me scratching my head, trying to work out the way the game wanted me to think in order to solve this strain on my grey matter. I won’t ruin it for anyone wanting to play the game for themselves, but let’s just say it involved large gears, gravity and shifts of perspective all coming together to create one of the most original challenges I have seen since small green haired rodents started walking off cliffs (wow, that is showing my age) and it made the “aha!” moment incredibly satisfying.
ITSP also included a co-op option, which is almost mandatory these days, and as is often the case, it couldn’t help but feel tacked on. I had enormous trouble trying to find someone online to play with and when I did, lag made it almost unplayable. This may be patched at a later date, but at the time of writing this, I can’t in good conscience suggest that co-op is a selling point for this game.

Saying my feelings for ITSP are mixed is an understatement, to say the least. I loved the clear sense of passion the designers had for this game, as well as the wonderful sound design, unique graphic and animation style and inspiring puzzles. This should have been a top shelf indie title that I could really sink my teeth into. Unfortunately, frustration reared its ugly head far too often and soured my whole experience. If you are a fan of the Metroidvania genre and want something a little different, then ITSP may just be for you. However if you, like me, have a habit of telling the whole neighbourhood how you feel about dying unfairly for the millionth time, ITSP is probably best avoided, if only for the sake of your own sanity.









