It's the last week of the month and that means a new episode of the Comic Commish! As you may already know, this is a little Let's Play/Quick Look doodad I put together for various games that people have gifted me in the past, either on Steam or elsewhere. It's meant as a thank you for their generosity and, tacitly, an acknowledgement that I've actually gotten around to enjoying their present. Well, "enjoying" is sometimes a stretch, given how many of these are gag presents intended to exasperate and discombobulate in various measures. Still, the Comic Commish makes no distinctions. A freebie is a freebie.
Today's game comes courtesy of Wiki Wizard @bobafettjm, who procured a spare key for this throwback 2D platformer in a bundle during his quixotic quest to accrue every uninspired hidden object game and many other Steam also-rans for the sake of a comprehensive wiki. Few have sacrificed as much as he for this great Giant Bomb wiki of ours.
Freedom Planet is a 2014 retro platformer from GalaxyTrail Games that wears its numerous influences on its sleeve, not unlike Yacht Club Games's stylistically similar and homage-heavy Shovel Knight. While Shovel Knight dabbled in 8-bit Nintendo nostalgia, however, Freedom Planet is far more interested in the 16-bit Sega era: odd and colorful and wonderfully animated games like Sonic the Hedgehog, Ristar and Treasure's Genesis output such as Dynamite Headdy and Gunstar Heroes. I bring up the Shovel Knight connection because while Freedom Planet draws from many sources, it is itself a wholly unique thing: because it doesn't ever get too close to any one game it feels both original and familiar in turns. It's easy to lift a game wholesale and put your own paint job on top of it, as so many imitations have done in the past, but you evidently get better results by constructing an amalgam out of the many.
As is usually the case when describing a game it is better to show than to tell. (Though, really, it's best to do both simultaneously. That is what elementary school taught us, after all.)
That's Freedom Planet, or at least the first stage. Apparently this game has ten of them, if that card unlockables menu was any indication, so there's clearly plenty of game to get through even excepting the fact that there are two (well.. three. So far) protagonists to choose from. The original Sonic games felt decidedly short, especially if you were blasting through them as fast as Sonic could run, though it seems this one's a little meatier. Talking of meatiers, we're still in pursuit of the guy that fell down from space and it looks like there's plenty more plot and characters to be introduced to.
Actually, if anything, the game reminds me a lot of Dust: An Elysian Tail, and not just because all the characters are anthros. It's not the tone either, as Dust's was far more grim: it's more in how it presents its cutscenes with full (if charmingly low-rent) voice acting; a lot of the pseudo-Asian imagery; how boss fights tend to pan out (both you and the bosses move very quickly, so it can be tense to stay on top of them); and the clear amount of effort put into the visuals and sound. It's not quire as exploration-heavy as Dean Dodrill's one-man SpaceWhipper but it scratches a lot of the same itches with its fast-paced platformer/brawler gameplay.
Usually this would be my moment to bow out and leave you all with the comic I prepared for this game, but instead I'm going to rail against Sonic for a bit and why it's a fundamentally broken series and perhaps not the ideal source of inspiration for any fledgling Indie developer who might base their own projects on the Blue Prince's blueprints.
Y'see, Sonic the Hedgehog began as a means by Sega to show up Mario: by making everything fast and exciting to watch, focusing on one of the few advantages the Sega Genesis offered over its rival the Super Nintendo, it left Mario in the dust. He now resembled one of the many languid tortoises that he regularly stomped into paste. Yet Sonic is still built on the same platformer core that Mario helped establish back in '85 with the original Super Mario Bros., the most overt of which was how carefully exploring one's surroundings usually led to greater rewards. In this case, finding lots of rings (at least 50) and completing a stage allowed the player to reach the special Chaos Emerald bonus stages. In order to acquire all the Chaos Emeralds (most of which aren't even green, by the way) you had to play every stage thoroughly to find those fifty precious rings, and then subsequently play very cautiously in order to hang onto them until you reached the end of the Zone and the bonus stage that awaited. In order to play Sonic the Hedgehog "properly", therefore, meant maintaining a deliberate pace through each of its Zones. This runs (or strolls, as the case may be) completely counter to how the game is promoted; how in the commercials and in the game's attract mode Sonic would be speeding through each Zone with a blink-and-you'll-miss-him celerity, showing up his portly rival Dr. Robotnik time and time again with his attitude and alacrity. It's in more than just the advertising too: the game is designed specifically so that speeding through Sonic as quickly as possible just feels so right. When you're informed at the end of it all that you got the sucky ending, watching Dr. Robotnik as he stands on the final screen juggling those Chaos Emeralds with a big grin on his face, you feel misled. The game was lying to you. You ran through it as fast as you could, but by doing so you missed a lot of very important details. You failed.
This jarring dichotomy continues to this day. Every new Sonic struggles with the decision to either focus on exploring wider spaces, or to focus on barely interactive rollercoaster rides through pretty scenery at 300mph, or both somehow. It's why, even though those early Sonic games were a lot of fun, the franchise is defective on a fundamental level and can never be repaired. Take out the speed and you kill what Sonic is all about. Take out the Emeralds or any reason to explore stages and you might as well make it a linear racecourse (and we all know how Sonic R panned out). Leave them both in and the game tears itself apart with its contradictory objectives. It's not a good scene.
I think we're done here. I'll leave you with the comic I prepared especially for this entry of the Comic Commish (I mean, it wouldn't be a comic commish without one...):