Something went wrong. Try again later

Galak-Z

If there's one thing Galak-Z and NASA can agree on, it's that space is HARD.

Embed
Click To Unmute

Want us to remember this setting for all your devices?

Sign up or Sign in now!

Please use a html5 video capable browser to watch videos.
This video has an invalid file format.
00:00:00
Sorry, but you can't access this content!
Please enter your date of birth to view this video

By clicking 'enter', you agree to Giant Bomb's
Terms of Use and Privacy Policy

Giant Bomb Review

161 Comments

Galak-Z: The Dimensional Review

4
  • PS4

By combining tactical action, complex enemy design, and a whole lot of style, Galak-Z offers an intense game that's more than just empty nostalgia.

Playing Galak-Z made me remember the first time I saw a spaceship transform into a mech. I was eight years old…


Do You Remember _________?

An opening volley... who knows what will happen once it connects?
An opening volley... who knows what will happen once it connects?

If Galak-Z: The Dimensional existed in a vacuum, this review would be very short. I would tell you that it's an anime inspired, top-down space shooter with “rogue-lite” qualities, like procedural level generation and permadeath. I’d say that you pilot a spaceship with a modular, upgradeable ship, and you can transform that ship into a mech with a laser blade, a shield, and the ability to grab and toss the detritus of asteroid fields and wrecked space hulks. I’d compare the control scheme to Asteroids, probably. In a vacuum, I could tell you Galak-Z is pretty damn good, and leave it at that.

But Galak-Z doesn’t exist in a vacuum. Even though it takes place in cold dark of space, Galak-Z exists in the dead center of a warm, summer atmosphere sweltering with nostalgia.

In June, Sony put The Last Guardian, Shenmue 3, and Final Fantasy 7 all on the stage of their E3 press conference. Ernest Cline, author of the Best Selling nostalgia-driven sci-fi novel Ready Player One, wrote a new novel, Armada, that took the basic narrative of The Last Starfighter—average gamer is chosen to save the day—and tosses in a lot more pop culture references, which sparked a second round of conversations about how we should think about the stuff we love. And there was Pixels, and Rare Replay, and the announcement of a LEGO game that seems to be filled with every brand I’ve ever heard of. It hasn’t just been games, either: Harper Lee’s Go Set A Watchman made many confront the idea that the fictional icons of our youth could be fallible, and that was followed soon after by Hulk Hogan revealing that our favorite slightly-less-fictional icons are also prone to disappoint us.

Throughout all this, there was discussion and debate about what the proper response was. Is “empty” nostalgia a harmless and joyful feeling that reminds us of the things that got us through hard times and helped to shape us as a person? Or was it a shackle that limited us, kept us from innovating and challenging our own preconceived notions about games, art, and culture?

In the end, I worked through my thoughts on nostalgia through talking with the other members of Giant Bomb East, first with Alex Navarro in our Post-Pixels podcast, and then on this episode of the Giant Beastcast. I don’t hate nostalgia, I said, but I was more interested in doing new things with the stuff I was nostalgic about than simply returning to the same old stuff. As the insightful Cara Ellison said, “...it's more important to concentrate on how to recreate the *feeling* that golden era games gave you rather than recreating the game.” There. That’s it. All settled.

But then I played Galak-Z. Galak-Z and its 1980s, bootleg anime visual flair. Galak-Z and its soundtrack, a blend of Terminator analog synths, modern electronic music, and a distorted cassette tape. Galak-Z and its twisting, twirling Macross-inspired space jet. Galak-Z and its Gundam-esque, beam-saber wielding mech, which dodges enemy fire with balletic curves and dashes in for sudden and effective counterattacks.

To ignore the place of nostalgia in Galak-Z’s style, design, and content is to miss a great deal of what makes it work.


...I was eight years old and watching the Sci-Fi channel on a day I’d faked being sick so I could call in from school. I did that pretty often in 1993—my mother had just survived a then-experimental sort of brain surgery, and I wanted to spend as much time as I could with her as she slowly, painfully recovered. But that day, she wasn’t awake yet, so I curled up on the couch and put on the TV. I can remember the feeling of the terrible vinyl couch we had, that scratchy noise I hate to even think about. And there, on the screen, I watch a VF-1 Valkyrie Veritech Fighter fly...


Pilot Episode

Technically, this is called an
Technically, this is called an "Itano Circus," but I just call it "a lot of missiles."

From the very start, Galak-Z sets itself up as just one more mecha show to add to my collection. Developer 17-Bit brings out a familiar set of anime tropes to set up the world: You play as A-Tak, a rookie pilot who stumbled into the cockpit of a prototype weapon. The supporting cast includes a brilliant scientist, a legendary admiral, and a smuggler with a heart of gold (and the desire to sell you upgrades for your ship.) From your position on the Axelios, the last capital ship in the human fleet, you set out to save the universe by taking down giant bugs, hordes of space pirates, and the armada of an evil alien empire.

On its face, this is all standard stuff, but Galak-Z does do one thing to mix up the formula. Though the player controls A-Tak, it’s Beam (the Axelios’ chief scientist and captain) that serves as the audience surrogate. When the blustery Admiral Akamoto says something absurd, she’s there rolling her eyes along with the player. And the way that Beam balances her friendship to A-Tak with frustration at his foolhardy exuberance mirrors the way I’ve come to feel about the immature (yet lovable) heroes of shows like Mobile Suit Gundam.

Galak-Z doesn't quarantine the anime inspiration to the story, though. Even the game’s structure tries to emulate the cartoons that inspired it. Players must successfully play through five “episodes” (missions) comprising a “season” before moving forward onto the next collection of levels, with four seasons in total. The composition of these seasons isn’t set in stone, as the episodes are made up of a collection of mission-types pulled from a bucket of options. The first four episodes of a season demand you perform some rote task like recovering supplies, destroying an hidden enemy satellite, or taking out a powerful ace pilot. Over the course of playing and replaying the seasons, these missions repeat (like reruns), but the fifth and final episode of each season has a unique goal, often a boss fight. If you fail anywhere along this path, you start a season over, losing all of the upgrades you’d earned. But even if you complete a season, you head into the next season returned to your starting ship (just like a Saturday morning cartoon hero resets to the status quo after a story arc completes.)

Galak-Z sells all of this with added presentational flair: Each episode has a title card (with a procedurally generated episode name and fake script writer), and each season ends with an endearingly cheesy closing credit song. In fact all of Galak-Z’s sound work, from character banter to the soundtrack, sings. (A-Tak’s repetitive, in-combat shouts were a serious problem for the first week of release, but a recent patch fixed that as well a number of performance issues and bugs.)

In December, I'm going to fight hard for there to be a Pause Screen of 2015 award.
In December, I'm going to fight hard for there to be a Pause Screen of 2015 award.

The presentation isn’t all aces, though. While the structure, characterization, and peripheral elements nail the feeling of 1980s anime, the actual animation is all wrong. The characters move more mechanically than the heroes of the hand-drawn animation of that era. In Galak-Z, everything is a little too clean for its own good. The game’s cutscenes look like very well made Flash animations, and while there’s nothing intrinsically wrong with that, it is a little jarring given the special touch brought to other elements of the presentation.

From the VHS-styled menu screen to the ‘lampshaded’ tropes to the technoir soundtrack, so much of Galak-Z works as a sort of secret handshake between the developers and clued-in players. “Please tell me you remember this stuff, too. This stuff we love is cool, right?” And it is cool, or at least I can feel the love for those familiar things stirring in me when I see them.

Still, If these references made up the entirety of Galak-Z’s connection to its major influences, I think I’d be mark this down as another piece of empty nostalgia. My empty nostalgia, yes, but not much more than that. Thankfully, Galak-Z does more than just peddle what I love back to me. It offers me something new, too.


...And there, on the screen, I watch a VF-1 Valkyrie Veritech Fighter fly through the open sky, pursued by a swarm of missiles, slipping between the narrow breaths of air between them. It transforms fluidly into a humanoid mech, laser rifle in hands, blasting back at the alien robots. It was pretty and powerful and I watched a lot of Robotech that year and in the years that followed…


Newtype Roguelike

The basics of Galak-Z are straightforward. Every episode starts by warping you into an asteroid field just outside of a large, procedurally generated dungeon (either an asteroid-based cave network, a space station, or some combination or multiple of these). You enter the dungeon, beat a marked enemy or collect a MacGuffin, and then return to the warp zone, and along the way you fight enemy ships, collect “scrap” currency and hidden ship upgrades. Those upgrades range from extra health to increased thruster speed to a collection of modular weapon parts that can modify the attack speed, shape, and the other qualities of your ship's basic attack.

Crash likes three things: Reggae, weird padding on his clothes, and your money.
Crash likes three things: Reggae, weird padding on his clothes, and your money.

With those upgrades, difficult missions become more manageable, but they aren't the only option for dealing with challenges. Enemy ships have Metal Gear Solid-style vision cones, and if you can avoid them you can land an opening barrage that tilts things in your favor. Or, you can let yourself be seen by a group of enemies and then lead them into a group from a rival faction—space fishmen hate space pirates, apparently. But in the early hours of play, trying these techniques mostly led to chaos, and chaos led to me losing health. That was a serious problem, because while your paltry shields regenerate, your health does not, not even between episodes.

Part of the reason that the early going of Galak-Z can be so difficult is that the nuance of its controls is hard to grasp, and the game's short tutorial and lack of any sort of training mode don't help. Galak-Z does, in fact, control a little like Asteroids. The left thumbstick directs ship facing, the shoulder buttons handled forward and backward thrust, a hard-to-master strafe, and an afterburner, and all of these produce momentum that you need to learn how to manage and predict. You can supplement these with a defensive "juke" as the ship, or by using your mech's shield, but it's easy to overuse these, only to wind up cornered and dead.

Once you're confident with the controls, Galak-Z's combat comes alive. Dance through asteroid fields and watch in a combination of fear and joy as enemy mechs slash through the rocks you're hiding behind. Switch easily between ship and mech modes, letting loose with a river of missiles before sweeping around for a finishing attack with your glowing blade. Galak-Z’s devotion to 80s anime doesn't end with its presentation: Even the combat shows flashes of the actions scenes I’d loved in Macross and Gundam.

But the energetic combat is just one element of Galak-Z: There's also it's "rogue-lite" structure. Over the last four or five years, we’ve seen designers try out different ways to make randomization and permanent death of roguelikes accessible and enjoyable for broader audiences, but Galak-Z doesn’t fit neatly into any of the models set up by competing rogue-lites.

Hopefully this very big fishman spacelord won't see me...
Hopefully this very big fishman spacelord won't see me...

FTL rewards players with new starting ships if they complete a set of specific challenges beyond simply finishing the game. In contrast, Galak-Z lets you collect blueprints from dead enemies and scattered chests, and while these will add some powerful new upgrades to the roulette of options available in the game’s shop, you can’t ever count on the ones you want showing up. Rogue Legacy gives players a feeling of constant progress, as they can spend their earnings on permanent upgrades. While Galak-Z does reward players with “Crash Coins,” a currency that carries over to new games after death, these can only be used to pay for the regularly available, impermanent upgrades available in the shop. And while both Spelunky and Galak-Z allow players to skip ahead to unlocked levels, the time commitment is meaningfully different: In the time it takes to complete just a single episode of Galak-Z, an average Spelunky player could move from the opening “Mines” to the “Jungle.”

The result is a game that can be deflating at first. Dump 45 minutes into a single run at any of the other major rogue-lites, and you’ll either be close to a win or else will have made some degree of progress towards a large meta goal. In Galak-Z, you may only just be coming up on the conclusion of a single season, making a loss sting hard. But if you can push through that frustration, Galak-Z shines brightly. It's a bit cliche to say this, in the age of Dark Souls, but the most important upgrade you can make in Galak-Z is to improve your own skills and to learn about how the game works. It was in the middle of the third episode of season three that I figured that out. That’s also when I realized that I didn’t just like, but loved Galak-Z.

I hadn’t played particularly well that season, so I wasn’t able to purchase my favorite upgrades. I’d powered through the first two episodes of the season by corralling enemies with my a weak, but easy-to-use spreadshot before transforming into mech mode, latching onto enemies with my robot’s grapple-claw, stabbing them with my laser blade, and tossing them into a nearby wall. Then I repeated the process over and over again. It had worked so consistently for so long, that I thought I’d found a winning combination.

And then suddenly I found my shields torn away by an unexpected shotgun blast. I was up against three Void Raider ships: A Hyena and two Vultures. The latter were the bottom rung of the space pirate food chain, easy to manage, dodge around, and take down. But Hyena-class ships, a little larger and equipped with a giant shotgun and side-boosters, were able to juke and dash around the battlefield with disorienting speed. And as my opponent taunted me, Star Fox style, I realized he wasn’t just an ordinary Hyena, it was a Hyena Captain, the top level variant. And suddenly it made sense: When you throw away a regular Hyena, it flips away from you safely. But the Captains keep control, and the second you’ve tossed them aside, they fire their powerful shotguns, point-blank and too quick to dodge or even block. Down come the shields, and there goes my hull armor. And there’s A-Tak’s battered helmet, floating across the game over screen. Time to find a new strategy.

That’s Galak-Z. It’s a game that brings together a huge set of tactical choices with an even larger collection of enemy types and behaviors, and then sets those together in dynamic environments. Through a combination of choice and luck, you will wind up with a unique character build which you’ll have to learn how to use against enemy groups of varied composition and capability. Sometimes you lose, but in the dying, you pick up something new—and if you manage your recharging shields well, you may not even have to die to learn something. This process of figuring out some little secret about Galak-Z just feels fantastic, and after 15 hours with the game, I’m still picking up new tricks.

...No, no he definitely saw me!
...No, no he definitely saw me!

This devotion to learning also explains the game’s specific take on the roguelike structure. You can't upgrade your way past difficult enemies, you have to confront them. Instead of buying new, permanent armor for your ship, you need to learn which enemy ships can be kited. Instead of choosing the exact starting loadout you know you can use successfully, you're forced to try out new weapon and upgrade combinations every session. All the while, you’re improving on your fundamentals. You learn how to glide into melee range in broad, beautiful arcs with the mech; you figure out how to actually control the strafe instead of just hoping for the best; you master the timing on the shield, parrying attacks and issuing devastating counters.

Given the success of its rogue-lite competitors, it is a fault of Galak-Z that it doesn’t better introduce players to its structure. A lucky build (and a hefty collection of Crash Coins) can allow a player to power through the first two or three seasons without seeing the depth that makes the end game soar. And the lack of visual variation in mission locale can easily lead to feelings of repetition. But once you push through the repetition long enough to see all the moving parts underneath, tuning back in for reruns becomes a lot more attractive.

But even this sells it short. Galak-Z isn’t just a somewhat repetitive game with strong fundamentals, it’s also a game that manages to translate a genre of action from one medium to another. And that translation isn't just about obscure references and inside jokes, which means that its appeal is broader than just The Truest Anime Fans. Even when it isn’t leaning into the bootleg VHS aesthetic or blaring its grimy analog synths, Galak-Z is able to It captures the frenetic energy of mecha anime better than any game since Virtual On: Oratorio Tangram or Zone of the Enders 2. And then it goes a step further, and plugs that action into a cycle of defeat, reflection, and improvement. And that cycle is itself at the core of Galak-Z’s source material: All of those shows about unlikely heroes slowly coming to grips with their own human potential, tending to their wounds, learning how to tap into that little something extra needed to make the impossible possible.


...And in the years that followed, I went on to watch so much more “old” sci-fi and mecha anime. Zeta Gundam. Legend of Galactic Heroes. Votoms. I’m currently running a mecha-themed tabletop game that explicitly wonders about why we tell stories about giant robots. I ask the question: “We could’ve built them to look like anything, but we made them look like us.”

I say all this not to “disclose” anything, but because this is part of what has made Galak-Z a complex thing for me to face. I have been, in no uncertain terms, shit-talking “empty nostalgia” all summer, and now I’m faced with a game custom made to slip between the plates of my armor and re-open those old, wonderful wounds.

But this isn’t empty nostalgia, I don’t think. I've had that particular itch scratched by a whole collection of bad Gundam games, and believe me, this is not like those.

Instead, Galak-Z is what Cara Ellison asked for in that tweet: More than just a checklist of familiar references, more than just the old stuff with a new coat of paint. It is a game that captures the feeling I had on that vinyl couch, watching those old animated machines on the screen and wondering what it was like to be so fast, so powerful, so invincible.

No Caption Provided

161 Comments

Avatar image for mindchamber
MindChamber

414

Forum Posts

68

Wiki Points

0

Followers

Reviews: 1

User Lists: 2

Austin has a wonderful flair for writing, would love to read a short story from him one day

Avatar image for kieran_smith5
kieran_smith5

190

Forum Posts

355

Wiki Points

0

Followers

Reviews: 2

User Lists: 2

Edited By kieran_smith5

Love the style!

Avatar image for sessh
Sessh

3499

Forum Posts

12278

Wiki Points

0

Followers

Reviews: 1

User Lists: 8

I really like the review, Austin. It's different from what's usually on the site and that's a good thing in my book. (Note: I don't have anything against the other reviews either.)

I hope you'll review Armello too, once it's out? You seemed to enjoy the game and I'd love to read more of your thoughts on it later. @austin_walker

Avatar image for nigeth
Nigeth

178

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Well I have to disagree.

The recent debate about nostalgia, its effect on game development and whether or not it's a positive development, detrimental to the evolution of gaming or just an odd trend seems pretty arbitrary. Especially when the definition of a game that evokes a 'good' feeling of nostalgia vis a vis a game that evokes a 'bad' feeling of nostalgia is basically coming down to 'it was made well' or 'it did more than just copy and pasting an old concept onto a new generation of hardware.

You quoting Cara Ellison doesn't necessarily help your argument here either since her statement that "it's more important to concentrate on how to recreate the *feeling* that golden era games gave you rather than recreating the game.” is also just an elaborate way of saying that people should just make a bloody good game then. Don't even get me started on the fact that the term 'golden era' in itself is just an arbitrary and entirely subjective - I'd even argue useless - label entirely depending on when and where you grew up.

For me it wouldn't be late eighties/early nineties Japanimation like mobile suit Gundam or the Genesis and SNES but rather the Commodore C64 or Amiga 'era' (since I'm older and grew up in Europe). I didn't even play console classics like Super Metroid, Mega Man or Castlevania until a few years ago but I could probably rant endlessly about Paradroid, Turrican and Dungeon Master for the Amiga or tell you that I thought that Saber Rider and the Star Sheriffs was the shit when I was eight.

As such nostalgia is an entirely subjective and personal argument that may differ from person to person and change depending on how and when that person was exposed to certain cultural artifacts while in their formative years. What one person might see as a soulless and cynical cash grab might be another person's chance to relive a part of their childhood they thought long lost.

It's nice for you to give us some context by telling us about the things you liked growing up, it doesn't change the fact though that all this does is to tell us why you think this game is 'good nostalgia' being filtered through your personal experience growing up. Hardly a good way to get to any sort of objective criteria what constitutes a game that evokes good vs. bad nostalgia and whether or not it helps or hinders the evolution of the medium.

In my personal opinion at least Galak-Z fails on all accounts.

It tries to replicate a certain style of show and experience without really having any sort of reverence for it or at least an understanding what made that kind of show great despite the flaws and 'cheesiness'. So it dresses itself in that style without really 'getting it' like a cargo cult that has long since forgotten why they do certain rituals just that it has to be that way. As such the only attitude the game has towards its source material is that of irony. It's constantly winking at the player and breaking the fourth wall, everything has to be 'ironically broken up' and it's pandering to the player's sense of second hand embarrassment as if it want's to say: 'don't we all agree that these type of show has been sort of ridiculous, really?'

It invokes the kind of nostalgia that comes with an underlying feeling of second hand embarrassment like the feeling you get when you look at old pictures and realize that everyone looked sort of ridiculous back then and the only way it knows how to deal with that is by making fun of it.

It also doesn't really seem to understand what people like about the current crop of rogue-like likes (or Rogue-lites if you prefer) like Spelunky, Rogue Galaxy, Binding of Isaac and the like. Something you even pointed out in your review: "Over the last four or five years, we’ve seen designers try out different ways to make randomization and permanent death of roguelikes accessible and enjoyable for broader audiences, but Galak-Z doesn’t fit neatly into any of the models set up by competing rogue-lites."

I'd argue that this is entirely to its detriment. In the original Rogue or Nethack 'winning' the game was never the reason for playing. It was the knowledge that each new iteration of the game, each new 'run' had the potential to be a totally different and unique experience from the last one. Potentially even something you never experienced before in the game. That sense of wonder is what kept you going. With games like FTL or Rogue Galaxy winning the game matters. That's why - even though they feature perma-death and an at times punishing difficulty - they made it so every 'run' matters and leaves you with something permanent. A level increase, a new item, a little bit more of the map uncovered, something. That gives you the sense that no matter how pathetically you failed at a 'run' it was never in vain. You die and restart but some little part has changed and that keeps you going. The best games like Binding of Isaac, Spelunky or Rogue Galaxy combine both aspects to give you something that has a huge potential for variation and that is ever changing yet gives you something permanent you can anchor yourself to and that makes it easier for you to progress even when you suck at the game.

Galak-Z really has neither. It doesn't have the variance to give you an 'ever-changing' experience where the sense of wonder keeps you going and it doesn't have the permanence and small sense of progress that keeps you pushing forward and helps break up the monotony of what is essentially 4 tilesets and a dozen or so missions. Little enough that I'm already cycling through them after 4 hours of play.

So when you have failed a season for the fifth or sixth time and you have to sit through the same dialogue and mission text again to replay what has basically been the same missions over and over again you come to a point very quickly where banging your head against the game just to re-experience the same limited content without any sense of progress makes you feel like it's a very very pointless endeavour. A feeling I never got while playing Spelunky, Binding of Isaac or Rogue Galaxy for hundreds of hours each.

The fact that the game is constantly throwing in your face just how ridiculous all of those shows were now that you think about it doesn't help either.

Avatar image for kierkegaard
Kierkegaard

718

Forum Posts

4822

Wiki Points

0

Followers

Reviews: 10

User Lists: 2

@nigeth: What an astute and thoughtful argument against Galak-Z! Good writing. Just thought I'd say that. You set forward what a good roguelike is and clearly showed why Galak-Z, for you, doesn't hit those marks. It's rare to read such a coherent argument and just thought I'd compliment that.

Nostalgia is subjective, since, like you said, it depends on the era you find nostalgia for. For me, 3D platformers or third person action like Ratchet and Clank are where I really started, so anything that appeals to that genre grabs me. And PC adventure games. It being subjective doesn't eliminate it as an idea or a thing that can have good or bad variations. It just means that one cannot assume any piece of media inherently creates nostalgia for every consumer of it.

It seems like you are saying that fourth-wall breaking mockery makes something either bad nostalgia or not nostalgia at all. I haven't played Galak-Z, so I can't comment on that. But I wonder if that criteria is solid. It probably depends on the kind of mockery for me. If it's a loving, this thing was great but also kind of silly, mockery, that seems okay, even preferable to ignoring faults. If it's a patronizing, punching down mockery--yeah, that always sucks.

How do you feel about, say, Banjo Nuts and Bolts? That's actively mocking itself and breaking the fourth wall while also doing something new. Is that successful nostalgia or not?

Avatar image for nigeth
Nigeth

178

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

@kierkegaard:that's not exactly what I meant. It's not that I think mockery or using irony is bad. The Stanley Parable for example is basically a parody of a whole genre of games and it also relentlessly mocks the player and it's really awesome.

Irony and humor can also be a great tool when you like to point out the little idiosyncrasies, the tropes we hold dear or the uncomfortable truths that we pretend don't exist.

Irony as the only attitude or state of mind though is something I take issue with. It's a destructive and exclusionary attitude and akin to apathy just with the added 'benefit' of being able to feel smug and superior about something you don't really like or care about. At least with apathy you don't really care about stuff in an unoffensive way, with irony you still pretend you don't care even though you have to aggressively prove to the world at large just how ridiculous you find and just how much you don't care about stuff other people love. Which is probably the most toxic and also the most weird attitude you could have.

Unfortunately "liking something ironically" has become a thing over the last few years, and more and more people appropriate bits and pieces of popular culture they don't like or don't understand just so that they can aggressively shove the fact that they don't care into your face. It's a sort of low level distain for people so numb that they can't passionately feel either love or hate anymore. Because either emotion would require a level of commitment they can't muster up.

Nostalgia on the other hand is at its core fueled by love. A love of certain games, of the sense of wonder and excitement you felt playing them. Even though the things might not actually have been that great in hindsight. Misguided or backwards facing love some of the time but love nonetheless.

A game like The Stanley Parable needs to come from a place of love and appreciation for the genre to be able to genuinely and effectively parody and mock it without it being mean or disparaging.

It works best when you appreciate the source material while still being able to also appreciate and acknowledge its flaws.

That's why when people say that company X should do another game like Y what they really mean is "I want a game that gives me the same sense of wonder and excitement those games did when I was little"

Shovel Knight for example oozes the love and appreciation that the developers still have for 8 bit platformers without it being just a clone or rehash of an old game.

The underlying feel I get from Galak-Z is that its developers don't really know anymore why they thought that this certain genre of TV or game was great or why people still love it and that the only recourse they felt they had was to 'ironically like' the source material. The game is also very aware of itself and that fact.

Avatar image for misterfaulkner
misterfaulkner

59

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

To say I loved this review would be an understatement. Keep the articles coming, Austin.

Avatar image for dan_citi
Dan_CiTi

5601

Forum Posts

308

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

I really like this game, it's very well made and fun to play as a straight up video game, to me its the next Spelunky (which to me is a tremendous game.) At the same time I don't feel like it works on touching on nostalgia because the actual anime-esque aspects are pretty crummy in my opinion, and the story is completely forgettable, even by the commonly low standard of games or anime people have. All in all though it is still one of the best games of the year.

Avatar image for darkfiber
darkfiber

72

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

This game is awesome, I highly recommend it. Even if I wasn't obsessed with Giant Robots since I was about 5 years old (starting with Robotech and Mazinger Z etc), I'd still love this game. I hope it's doing well because these guys deserve some success.

Avatar image for porjos
porjos

286

Forum Posts

320

Wiki Points

0

Followers

Reviews: 0

User Lists: 8

Wow, one of the best game reviews I've read in a long time. A long time.

No Caption Provided

Avatar image for giantstalker
Giantstalker

2401

Forum Posts

5787

Wiki Points

0

Followers

Reviews: 15

User Lists: 2

still no season 5