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Deadlight
Reviewed by
Edwin Millheim
on
Deadlight 360 Review. The game is a bit high priced; the production value is very good. For some players this may make it well worth the Microsoft points it costs. A straight forward game with for the most part simple environmental puzzles, though at times some of the darker environments can make seeing just how to get past a puzzle a little difficult.
Rating:
3.5

Gameplay 7.0
Graphics 7.5
Sound 7.0
Value 6.5
Developer: Tequila Works
Distributor
: XBox Live
Review Date:
August 2012
Reviewer:
Edwin Millheim

7.0


Deadlight

Deadlight is the gloomy new Zombie kid on the block, with a market already full of Zombies we wondered what in the world this game could offer that the so many other Zombie games could not. Tequila Works sent over a code for us to check out the game and see what makes this side-scroller so inviting.

Deadlight’s story is the basic end of the world kind of story fodder that one expects from a Zombie based adventure. The real twister here is the game presentation is a throwback style of side scrolling plat-forming adventures that tends to make it rather endearing. The hero in the game is seen as a Silhouette. Old school platform gaming influences and inspiration are obvious in the game. Games such as the original Prince of Persia come to mind, and again that is not a bad thing at all. What tequila Works has done is make something on an original mash up….bringing Zombies and some cool plat-forming together.

While not a genre defining game, it is fun to play with interesting visuals and some timing and jump coordination to tantalize and tease players to the next nail biting level. Bonus, it all works out beautifully.

It’s a game that not only throws Zombies at the player to dodge and fight, but also some wicked traps and environmental obstacles to negotiate through. The puzzles are not mind benders by any stretch of the word and most of the experience is linear. Lots of timed jumps and hit a lever to make this happen push a box, creating a new platform get here to go there. And so on. Some of the timed platform jumping takes place with parts of the environment falling away and leading the character to a death if they are not fast enough. Some jumps are simple enough, while others may require a sprint and jump.

To survive in the game and advance it’s more about avoiding the undead. While you do get firearms, ammunition is scarce. So if you are going to blow through your ammo you had better make sure that the situation merits the expenditure. Avoidance and luring the Zombies to their destruction goes a long way to satisfaction and saving of the precious ammunition.

Now you would not think that a mostly 2D game could make you jump and wiggle in your seat in anticipation, but the designers manage to do just that. Using the time loved foreground sudden movement of something across screen that you never really see. Then of course there are the zombies. Shambling forth from the shadows and you try to stay ahead of them and at times just barely make it. It all comes down to some wincing moments. On that note, as with platform gaming, there can be some frustrations too when you do not time some of those longer jumps just right. On the flip side of that gaming coin of course is the awesomeness of making that jump and escaping character death just by the tips of those grasping fingers.

Our hero in Deadlight is Randall (Randy to his friends) Wayne (The name sounds like a country singing star), and the adventure takes place in Seattle in the late 1980’s. The story moves along with the help of what I kind of consider an animated comic book feel, and also with our hero’s journal entries. The journal gives us some flash backs and play levels that move the story along and provide some of the back story to Randy Wayne and the trials and tribulations that have transpired so far.

The game is a bit high priced; the production value is very good. For some players this may make it well worth the Microsoft points it costs. A straight forward game with for the most part simple environmental puzzles, though at times some of the darker environments can make seeing just how to get past a puzzle a little difficult. (Just adjust your TV or game settings) Story presentation wise, there are moments of pacing that start out really well during the games progression, but players may find later levels feeling a bit anti-climactic. After a play through there is not much in the line of replay ability because it’s the same in each play.

Have fun, play games
Edwin Millheim






 
 



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