Fox 'N Forests is a clunky 'Euro' style 16-bit platformer. I don't know how they're going to 'fix' it for the Amico.

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bigsocrates

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Edited By bigsocrates

Fox ‘N Forests is one of those games I picked up for $5 on an Xbox sale because I’d seen some coverage that said it was a classic 16-bit style platformer with a fun twist. The first time I played it I only played one level, which took me about 20 minutes, and then set it down because it seemed both bland and clunky, which is not a great combination. Plus the level was 20 minutes long, which is a lot for a classic style 2D platformer. I don’t know if I would ever have picked it up again, but then I heard they were remaking it for the new Intellivision Amico system and I became curious about it. They were pushing the new version, called Finnigan Fox, as one of their higher tier launch titles and I wanted to see if there was more to it than I’d initially thought. As it turns out, there is. But not in a good way.

Fox ‘N Forests is, indeed, a 16-bit style platformer. You play as an anthropomorphic fox named Rick who is tasked by the tree of seasons with retrieving the bark of seasons from four fiends who have stolen pieces of it. You start out with the ability to jump, shoot your crossbow, and use a melee attack, and over the course of your ‘adventure’ you will gain additional abilities like new crossbow shots and the ability to use a groundpound attack or a double jump spin attack. You have one more ability, which is the power to switch between two different seasons on any level with the touch of a button. This has the effect of changing the level in ways that we’ve all seen before. A river might freeze over so you can cross it. A vine might wither so you can pass by, or a different vine might bear fruit that you can use as a platform. Every level has two versions and Rick can switch to the ‘alternate’ season and back quickly, though he can only maintain the alternate season as long as his magic holds out.

Season switching can free Rick from obstacles like these vines, and also issues like the ghostly fog that envelops this level. It is a core mechanic of the game.
Season switching can free Rick from obstacles like these vines, and also issues like the ghostly fog that envelops this level. It is a core mechanic of the game.

So far this all sounds pretty standard but inoffensive. The game’s main problems are in the way it’s designed. While it looks like a 16-bit game it plays more like a clunky 8-bit title from a European computer system. Rick is slow and his jump offers limited air control. He cannot shoot his crossbow while ducking or in the air, making it very difficult to line up attacks with many of the enemies in the multi-layered levels, which also have uneven ground (meaning that if Rick is at the bottom of a hill and an enemy is above him he has no way to attack them with his standard bolts.) Some of this is ameliorated later in the game, after Rick gains new crossbow attacks that allow him to fire a spread shot and a boomerang attack, but not all of them. In addition, weaker enemies respawn with only a few seconds between death and re-appearance, meaning you are constantly being swarmed and cannot clear out a section of level to explore but instead must constantly manage a steady stream of pests.

That wouldn’t be a problem if not for Fox ‘N Forest’s structure. There are four “seasons” in the game, which each have 2 main levels, a boss level, and an unlockable bonus level. In order to open up a new season you must defeat the boss of the previous season and also collect enough “magic seeds” to plant a seedling and open a new path. Each level has 5 seeds in it, and you need to collect about 25 to open the final set of levels. These seeds are hidden and will only appear when you pass over the piece of ground they’re planted on. In addition, many are locked behind switches that can only be opened with certain types of arrows, meaning that in many levels it’s impossible to collect all the seeds your first time through because you only get new arrows after defeating a boss and turning in a piece of bark. You also need cash and other items to unlock upgrades, and you actually have to pay for checkpoints with money, so unless you want to risk losing all your progress and losing anything you’ve collected that means you need to collect a lot of money in each level just to break even. All this combines to make it so that you are constantly scouring every inch of each level for hidden items and paths (there are lots of fake walls in this game that lead to hidden areas), which means that having a non-stop swarm of enemies that you can’t easily attack coming at you is extremely annoying and frustrating.

Fox 'N Forests has a lot of stuff to collect. Magic seeds to progress in the game. Grindstones and magic crystals for upgrades. Potion bottles so you can brew one time magic attacks. And coins so you can buy all this stuff. I hope you like searching for things!
Fox 'N Forests has a lot of stuff to collect. Magic seeds to progress in the game. Grindstones and magic crystals for upgrades. Potion bottles so you can brew one time magic attacks. And coins so you can buy all this stuff. I hope you like searching for things!

That’s not to say the game is particularly hard. It can probably be beaten in 4-5 hours because despite the levels being long and you having to repeat them, there are only 6 actual platforming levels in the game. There are also 2 horizontal shooter levels where Rick rides on his bird friend and shoots with his crossbow and these are…fine as a change of pace. They have their frustrating moments, and it’s annoying that you can’t see where hazards will be when you season switch, making it very easy to kill yourself by accident, but they get the job done.

The six platforming levels are long and frustrating but because you have infinite lives and can buy checkpoints you can learn them well enough to get through, and none require split second timing or incredible platforming skills. It’s more about remembering where the cheap hits come from (like those chests with the stupid ghosts in them) and where the health and magic pickups are, rather than any particular feats of dexterity or pinpoint precision. Most of the times I died it was either because I didn’t know what was coming or because I was too impatient, not because the game was super difficult. One particularly infuriating mechanic is your mana bar. It’s long and it’s used both for changing the seasons and for your magic arrows. It constantly drains when you’re in the ‘alternate’ season version of the level and you won’t use the regular arrows once you get the upgrades, so you’re always managing it. You can recharge it either through collecting mana crystals, which are relatively rare, or through just standing and waiting. That means that the optimal way to play is to stand around a lot and let your mana bar slowly recharge so you have enough ammo and/or season change for whatever challenges are coming up. This is, to say the least, not at all fun, and is the kind of design decision that should have been left in 1989. Designers who wanted to make a fun game would have allowed the mana bar to recharge quickly when out of combat for, say, five seconds, since in this game that generally means you’re in a safe location, but the people who made this game thought it would be better if you had to wait the better part of a minute to get your mana back, especially after the bar is upgraded. Thanks, guys.

Meet Rick's deadliest opponent. Enemy on a hill. Once you upgrade your move set you have tools that you can use to take these guys out, but earlier in the game they're incredibly frustrating.
Meet Rick's deadliest opponent. Enemy on a hill. Once you upgrade your move set you have tools that you can use to take these guys out, but earlier in the game they're incredibly frustrating.

As for the bosses, they are pretty gimmicky. Once you figure out the “one weird trick” to damage them they go down in at most half a dozen attempts, and since they’re in their own levels there’s no runback, though you do have to click through their dialog each time. There’s an in game hint system that tells you what to do if you get stuck, so I didn’t find them particularly frustrating, except for the final boss, who has a bunch of phases and did the annoying thing where you have to repeat all prior phases as you learn the furthest one you got to, and it’s extremely boring to have to go through all of them over and over. As the cherry on top of the sundae I died just as I killed the last boss, and the game registered the win, popping the achievements, but instead of showing me the ending it spit me back out to the map (as it does when you die) and I couldn’t rechallenge the boss because the game thought I’d beaten it. So I had to watch the ending on Youtube. I assume this was a bug and not an intentional decision to copy the kind of sloppy programming you saw in a lot of Amiga games, but who knows.

Bosses are large and well drawn, but gimmicky fights based around season switching. They're fine, for the most part.
Bosses are large and well drawn, but gimmicky fights based around season switching. They're fine, for the most part.

All the things I’ve described are legitimate design decisions, but they add up to a game that’s clearly aimed at an extremely niche audience of people who didn’t just love 16 bit platformers but specifically loved B and C tier 16-bit platformers, primarily from Europe. The game was made by a German studio and it has the feel of something designed by people nostalgic for the Amiga and its clunky controls and deadly water drips, rather than the SNES or Genesis with their slick, snappy, momentum based controls. It’s a game about searching and memorizing levels rather than twitch combat or reflexes, and while I guess I can respect that I didn’t enjoy it. I especially found the need to comb back through levels again after getting upgrades to be tedious and annoying, and by the time I got to the final platforming level I just ignored everything and made a bee line for the exit. I still died several times because of cheap enemies and hazards, but it didn’t take too long. I just wanted to be done with the game, and for a title with only 6 platforming levels that’s not a great sign. It’s just not that fun to play a game where you are constantly under attack but also have to painstakingly search every corner of each level to find items and progress.

The thing is, I’m not sure how you fix this game up for the modern mass market for the Amico. They’re replacing the visuals, which seems…unnecessary since I thought the game looked pretty good for its pixel-art style. The bosses are especially detailed, far beyond what a 16-bit system could manage. The new graphics look okay but animate quite poorly, using old ‘bone’ style animation instead of hand-drawn art. They’re redoing the music, which was, again, fine, though the music was, again, fine. The new music does sound better.

This is a gorgeous game that did not need a graphical overhaul.
This is a gorgeous game that did not need a graphical overhaul.

They also say that they’re making the game easier, which seems like the wrong way to approach it depending on what that means. It appears from footage that you can now shoot while jumping, which is a nice addition, but the problems with the game run deeper than just reducing enemy respawn or making the checkpoints free or whatever. The whole gameplay loop revolves around searching for items and secrets while under constant assault by enemies. Reducing the assault would make this search less frustrating, but it would also reduce the length of the game and make the pedestrian platforming and simplicity even more boring. I quit the game after the first level because it was dull, not because it was too hard. Meanwhile the issues with having to play levels multiple times and having to search every nook and cranny of each level to find all the items seem baked in to the design. You’d have to radically restructure the levels and the design philosophy to get rid of them. I’m not sure how you’d do that without essentially making a whole new game, with more content and a different design philosophy. Instead it seems like they’re trying to retrofit an Amiga style secret search frustrating platformer into a slick and fun Mega Man style action platformer, and I can’t imagine that going well. There certainly is room for lots of improvement, but in the end the game was what it wanted to be. What it wanted to be is just a frustrating relic of old European design decisions built around outdated hardware.

And the graphics certainly weren’t the problem.

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billymaysrip

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Looked at some gameplay for "Finnegan Fox" and they really mangled the art! I also refuse to believe that they captured the gameplay directly from the Amico, but whatever.

Neat review of Fox 'N Forests!

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bigsocrates

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@billymaysrip: Thanks for the read!

I think the Finnigan Fox looks okay still, but the animation is what kills it for me. I do think that Fox n Forests looks better and it just seems like an odd choice to swap out a good art style for one that isn't an upgrade, especially with that hideous animation. My understanding is that the Amico won't have pixel graphics games and that's why they did it.

For people who are interested, here's what Finnigan Fox looks like. The gameplay starts about 45 seconds in.

Fox N Forests comparison here, with the equivalent area starting at about 4:30.

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imunbeatable80

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Having never played this game.. the look is the one thing the original has that intrigues me, so to know that is what they want to "fix" is baffling.

While i certainly am not following the amico, could it be they think no one has played the original and they can trick people that this is an exclusive?

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bigsocrates

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@imunbeatable80: If you look at the video above and other places Tommy Tallarico openly says that the game is based on Fox N Forests so I don't think that they're trying to trick anyone. I think it's a combination of two things. The first is that they have a rule that any game on the system has to have some kind of exclusive features so they had to change something, and the change that's most obvious to anyone who says it is obviously the graphics. Just changing the stage design or the respawn timing doesn't come through in screenshots but this allows them to sell it as a whole new experience. There's one guy on Youtube who says he didn't like Fox N Forests but is really looking forward to this game and while he's a huge Amico booster I think part of it is just that looking like a new game allows it to make a fresh impression.

The second reason is that they aren't allowing pixel art on the system for reasons I don't quite understand. I think that they think it will turn their target audience off because it's associated with old school and difficult games? It's not clear. I think that's okay if you're going for an aesthetic but I'm not sure why you'd pick up this particular game if that's the case. Maybe has something to do with some German grant money?

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Onemanarmyy

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#5  Edited By Onemanarmyy
@bigsocrates said:

The second reason is that they aren't allowing pixel art on the system for reasons I don't quite understand. I think that they think it will turn their target audience off because it's associated with old school and difficult games? It's not clear. I think that's okay if you're going for an aesthetic but I'm not sure why you'd pick up this particular game if that's the case. Maybe has something to do with some German grant money?

I haven't paid too much attention to this whole project so i might be wrong. It seems to me like they are trying to envision a world with the Amigo, where the very simple arcade games of yore only received graphical enhancements and retained the gameplay of the times. None of that menu-flipping, points-allocating, equipment-selecting busywork that games have evolved towards, but a system that plays games with the same general gameplay as back in the 80's and 90's. Just dressed up with graphics that wouldn't be possible at the time to highlight that this is a new era for these games.

Current pixel-games nowadays evoke a retro-feeling graphically, but often combine that with more modern systems. Thinking about Noita's physics simulation or Axiom Verge 2's hacking; Gameplay that just strays too far from the simple nature of the 80's. But if you don't do any of these modern things in a pixel game, you end up with a game that has a really hard time to distinguish itself as a modern game that fits into this new era.

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bigsocrates

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@onemanarmyy: That might be their logic but I don't really think it's true about modern pixel art games. I can name a bunch of games with pixel art styles that are just simple pick up and play experiences, from Aqua Kitty and Steredenn to Freedom Planet and, obviously, Sonic Mania.

I don't think their anti Pixel-Art policy is well thought through and I think it stems from a fear of people thinking their games look old and outdated. But the games look even more old and outdated with their "cartoony" style that comes off as looking like flash games from the early 2000s. Compare the Amico's Shark Shark game to Aqua Kitty and tell me which one looks more outdated at this point.

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Onemanarmyy

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#7  Edited By Onemanarmyy

@bigsocrates said:

@onemanarmyy: That might be their logic but I don't really think it's true about modern pixel art games. I can name a bunch of games with pixel art styles that are just simple pick up and play experiences, from Aqua Kitty and Steredenn to Freedom Planet and, obviously, Sonic Mania.

Yeah but i think those games are too retro to fit into the 'this is the new era' -thinking that Intellivision seem to be pursuing with the amigo. At that point you have oldschool gameplay combined with retro graphics. Like if you're pitching this towards the people that loved the gameplay of those older games but want to see the same thing being done with new graphics in place, they might look at a game like Freedom Planet and come away with the feeling that there's not much new about this. It looks like it would play on their Genesis just the same. They're still looking for a modern update for the games they loved back in the day. Different graphics signals that immediatly to the player.

I have to do a lot of mental gymnastics to make sense of this whole situation to be honest though. Like personally i'd think that the kind of person that looks for this kind of product is actually way more likely to enjoy retro graphics. Many might just want more of the stuff they already have played, especially if it has the retro graphics that they love already. Like Finnigan The Fox looks colorful and decently pretty if you're a kid that is used to Paw Patrol, Bob The Builder and Fireman Sam, but i can't imagine young adults & adults to find it pleasing on the eye. Especially those that have turned their backs on modern gaming and are looking for something from a few decades back.