Posted on: December 11, 2014

RyanColfxire
Verified ownerGames: 357 Reviews: 2
A great first attempt, but not perfect.
Had I not played Shovel Knight at the beginning of this year, Freedom Planet would have been my favorite retro platformer this year. But because of how fine tuned SK is, I cannot overlook the flaws in this game. What elements of old platformers that are in Freedom Planet, namely momentum challenges, level design and the boss fights towards the first half, are executed nearly perfectly. I say nearly perfectly because each has their own missteps. Unlike your retro Sonic titles, momentum on slopes is not an issue at all; you can lightly walk along curved walls at your leisure, which makes it jarring when you take Carol's motorcycle into consideration as you'll ride up ninety degree walls like they are nothing. I don't know if it was a deliberate design choice but it does take some of the immersion out of me when I'm coming up to dead-ends because I went up a wall I wasn't supposed to be able to get to. This isn't the reason why I took a way a star from my rating. It's just something I think the devs need to reconsider if they make a sequel. Level design and bosses are what got under my skin at the end of my two playthroughs (adventure mode with Lilac and Carol). The main problem is that it seems like the devs made the characters' abilities first, then the levels and the bosses separate from one another in the later half of the game. Lilac's boost ability (similar to Rocket Knight's jetpack) seems vital when fighting the last levels' bosses. Carol does not simply have enough momentum or a high enough jump to avoid certain attacks and to attack enemies out of her reach. Many times I had to exploit the invincibility frames to win the fights. Some might say this is because Carol is a harder character to play; I think it's more to do with a lack of focus. Each character, including Millia, gets their own level that works wonders with their abilities and they're great to play, despite the boss battle with Spade. So why shouldn't the final bosses be made the same?
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