VVVVVV Review
Flip reverse it.
Version tested: PC
Over the last decade or so, videogames have learned manners. They discovered that they would get invited round more often if they stopped being quite so horrible. They learned how to explain themselves properly, how to get to know people gradually, and how to be entertaining in polite company without being so rude and challenging all the time. They grew up, in other words, and quite right too.
But some people, including some of videogames' best friends, felt that in this drive for warm, all-embracing, one-button, smooth-curve accessibility, they'd lost their edge a bit, and were in danger of forgetting what they were about in the first place. And so a new old breed of deliciously, sadistically difficult games has started to emerge, including retro throwbacks like Mega Man 9, but also modern reactionaries like Trials HD and Demon's Souls, and even supposedly cuddly uncles like New Super Mario Bros. Wii: games that would sooner slap you in the face than hold your hand. Gamers, cheeks stinging, have woken up from their mollycoddled daze and said, "hit me again!"
Such gluttons for punishment will enjoy Terry Cavanagh's VVVVVV, a short sharp shock of a 2D indie platformer with a gravity-flipping party trick. This is a game of fiendish design and extreme speed that requires both your reactions and your problem-solving to be razor-sharp.

That's Violet, obviously.
It's not, however, anything like as crude or ironic as its comically basic, pixellated graphics and stupid title might suggest. Nor is it living in the past. VVVVVV is smart and generous: death is instant and very frequent, so restarts are immediate, checkpoints are everywhere and you get infinite lives. It's also sophisticated, with a cunning structure, varied and imaginative design, perfect pacing and even, in its simple way, storytelling prowess. It's as if Portal had been made in 1985; it's a turbo-charged, sci-fi Jet Set Willy set in a world that's falling apart.
The world's most economical intro movie telegraphs the set-up: a spaceship encounters some kind of dimensional disturbance on its travels, and its six crew members (all of whose names start with V) end up scattered about a mysterious and treacherously dangerous space station, around which the fabric of space and time seems to be distorting. Taking the role of Captain Viridian, the player's job is to find the crew and reunite them aboard ship by reactivating a network of teleporters. In doing so, he'll need to negotiate a handful of tortuous yet linear levels set within a loose, chaotic overworld, like a disintegrating Metroid map.

No.
VVVVVV controls with just three inputs: left, right, and flip gravity. The Captain can't jump, but he can suddenly fly to the ceiling or the floor and stick to it; he needs to be standing on a surface to flip, otherwise you'd be able to make him fly just by hammering the space bar. From this simple but original twist on the most basic platform-game template, Cavanagh conjures dozens upon dozens of satisfying spatial puzzles and challenges to your dexterity and - above all - timing. Each one is neatly encapsulated in a single, non-scrolling screen with a witty title by Bennett Foddy.
Importantly, Cavanagh keeps throwing new ideas in, twisting VVVVVV's already two-sided world into new shapes. Pixel-thin fields that reverse gravity are used as trampolines and slingshots; wraparound rooms become mazes with no entrance, or infinite loops that scroll past your eyes like interference on an old analogue TV. Sometimes you'll have to lead a hapless, gravity-bound crew-member around. Over its short length, VVVVVV never gets old, squeezing every drop of potential from its mind-bending reorientation of platforming, a Mario Galaxy in microcosm.
This homebrew production isn't quite a match for the platforming masters in terms of finesse, however. Speed is a key element of its stringent difficulty, and the Captain moves blindingly fast and strictly digitally, with not much sense of momentum or physical contact. Precise control of him would be beyond most input devices this side of a professional arcade stick - certainly a humble keyboard - and sometimes his twitchiness, that vital microsecond of lag as your clumsy fingers pound the plastic, breaks the close bond that you need between player and platform-game hero.

These screens caption themselves, really.
Moments of such unfair frustration are extremely rare in VVVVVV, though, which, considering its difficulty, is a great achievement. In the course of a three-hour playthrough I died one thousand times, but only once got properly, maddeningly, just-can't-go-on stuck (for those who've already played the game: it was "Do as I say... not as I do," which coincidentally is the only screen in the whole game the Captain isn't smiling for). VVVVVV's tough, but it's designed to be enjoyed and completed, not to punish or defeat players. Its difficulty is actually perfectly pitched, and eased by periods of downtime as you explore the generally peril-free space around the space station levels, rooting out your next way in.
What's also remarkable - and much harder to explain - is how atmospheric and full of character VVVVVV manages to be with the most basic audiovisual resources. Much of the credit goes to Magnus Palsson's brilliant soundtrack, which transcends its coarse chiptune stylings in some genuinely rich, evocative and exciting electronic music that perfectly matches the game's retro-futurism.

I should hope so.
There's also the fact that, for the most part, VVVVVV is played straight. It has its moments of indie quirk, with hazards composed of the words LIES and TRUTH bouncing around, but it has no pretensions to be anything other than a sci-fi adventure and a rip-roaring videogame. In that context, the simple exclamations of the script, the barely visible two-frame animation and the blocky graphical shorthand give it a sort of naïve purity, and the Captain's idiotically permanent grin in the face of the death of a thousand deaths becomes - in your head, at least - an expression of indomitable heroism. Somehow, this childish cipher becomes a great game character you'll feel real affection for.
As I've mentioned, VVVVVV is fairly short, taking around three hours to complete, and another couple - plus a great deal of skill and patience - to retrieve all of its collectable trinkets. Bearing that in mind, the asking price of £9 ($15, €10) might seem pretty steep. Then again, look past its lo-fi style and you'll realise its production values are hardly stingy, with unlockable time trials and other Easter-egg modes, and generally slick presentation. More to the point, it's excellent for its entire length. How many big-budget developments can say that?
8 / 10
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Comments (58) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Looks really good, a great tribute to games like Jet Set Willy style wise, might pick it up at some point
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That said, this looks and sounds great.
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Or I could just try Wine and take my chances.
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Does sound like this one is challenging instead of being frustrating.
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Too bloody difficult for me!
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http://runhello.com/
edit: goddamn line breaks
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Even if it was valid to judge a game's worth by the time taken to play through it (spoiler: it isn't!), you're getting several hours of highly inventive platforming with no filler. And it's endlessly replayable of course.
Did you complain about the price of Portal, Braid and Machinarium as well?
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They might not have, but i remember a lot of people did!
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No you have to type all the code in yourself from this month's Your Sinclair magazine.
Next month - POKES aplenty for those difficult later levels (especially the bastard hard "Final Challenge" screen)
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It's all relative, Mk. Personally, I think I'll buy the game to support an Irish indie developer and because I love the ideals behind the project. That's not the same as thinking the game itself is worth ten euro though.
It's certainly not worth the same as Portal or Braid, both of which are far more pleasing aesthetically, on top of having superb design.
I'll be paying 5 euro for the game (what it's really worth, in my opinion) and five euro directly to Terry, somewhat like a patron I suppose.
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Took me somewhere between 80 and 100 attempts.
1hr 8mins 350+ Deaths 17 Trinkets
then on the hunt for the remaining trinkets
1hr 48mins 450+ Deaths 20 Trinkets
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Actually it sounds a lot like Shift, which is... er... a free Flash game (and an iPhone app).
http://www.shiftgameo nline.com/
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Couldn't agree more ...
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Whilst softening air control makes things a little easier on the whole, it does add difficulty when it comes to making direction changes when falling. If it were truly binary, the game would be too easy and also too twitchy. It's also more aesthetically pleasing when you bounce off the more complex arrangements of gravity changers in arcs rather than zig-zagging at diagonals.
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Value wise, if I were to compare it to similarly priced games, it doesn't seem to contain as much. It's a tad more expensive than Braid, but a bit easier (IMO) and a bit smaller. As another example, GripShift on the PSN was cheaper, and had a lot more content and life to it.
However, VVVVVV is still worth the money I paid. I definitely got £10 of enjoyment out of it. It doesn't matter that there are other games out there that give me more enjoyment for £10, because I've already played them! In summary, it would be nice if it were cheaper, but it's not, and it's still worth what it costs!
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This game is great people, and really not frustrating at all. I couldn't wait to buy it when I finished the demo, but if you can I would wait until the price drops a bit. Call me a dick if you want, but great as the game is, it's still too lightweight compared to similarly priced games. You can also buy things like Shadow Complex for the same amount of money.
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Didn't notice the no-smile though!
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I also kept trying to add this Harvest game that I mentioned in EG's database a few tens of times but I gave up seeing it does nothing.
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Get to the little cave on the other side by navigating the vertically moving platforms upside down. Then time your flips in the cave so that your companion moves from platform to platform. Once he is out of the room you can easily get back and navigate them normally.
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Afterall we ALL know that graphics make a game much better (looks at recent reviews).. oh right...
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edit:
Excellent! I took a look at the Giant Bomb vid. The main character actually looks like Sackboy! The game looks fun, and it could easily be converted to run on anything! I wonder if a BBC Micro port has been planned?
Seriously though - get this ported to the iPhone, DSiWare and PSP!
Fantastic stuff. I shalln't buy the PC version, as I'll never get any work done!
A PSP version would be an instabuy, however... but be careful of Media Molecule and Codemasters chasing after you with a big stick!
More of the best small games on your front page, EG. You make us old gamers proud.
Check out the loading screen!
[link url=http://www.kongregate.com/games/TerryCavanagh/vvvvvv-de mo
]http://ww w.kongregate.com/games/TerryCav...[/link]
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And here I am in the Trophy Room
There are trophies for doing it in less than 250, 100 and 50 deaths. And a trophy for doing the game in no death mode. Face it, you suck.
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I need to update my PC if I want to play the Lego and Star Wars MMO
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