I think, here in 2016, that we can safely say that - bar a few precious embers as its dim flame is finally stamped out - the Vita is done. What a delight, then, to see one of its real unsung gems given a second lease of life, with Digital Dreams' Metrico being given a generous makeover for a release on PC and PS4 today (an Xbox One version is due along shortly).
Vita infographic-based puzzle-platformer Metrico is getting a complete remake on PS4 with Metrico+, developer Digital Dreams has announced.
I often find myself disappointed by the relative lack of creativity in games. More often than not, I've noticed that my all-time favourites are those that fully embrace a unique style and capitalise on that with verve. From that perspective, Metrico is a triumph.
Dutch developer Digital Dreams' action puzzler confidently carries a distinct minimalism, commentary on the contrivances of modernity, all wrapped up with clever use of the PS Vita hardware. While sometimes it doesn't quite work because - of all things - issues with the Vita, it's still an exceptional, invigoratingly innovative effort.
You begin with a silhouette of your avatar on a pure white background, and with minimal instruction. Move forward and you'll begin to build the world, as bar charts and graphs appear in response to your actions, each of them marked by percentages, fractions, and coordinates. A bar graph that responds to your characters' jumps could scale with your height above the ground, grow with each leap or only change if your move horizontally as well as vertically. Each piece of every room you enter will react to your actions in different ways. With the environment constantly changing and shifting to match your inputs, careful observation becomes vital.
Oddball PlayStation Vita platformer Metrico will be released on 6th August, developer Digital Dreams has confirmed.
Metrico mixes moody synth music with a dynamic environment that morphs as you progress.
Set in a world made up of bar graph-style blocks and pie chart platforms, elements shift according to the inputs you use to progress.
The two-man developer Vlambeer knew it was on to something with its 2D dogfighting retro throwback Luftrausers. Its snappy pace and minimalist visuals seemed well suited for on-the-go gaming, but Vlambeer worried its control scheme would be compromised on mobile. Instead, the Netherlands-based developer decided it would be a perfect fit for the PlayStation Vita's widescreen and button input. So it did what any small studio would do - it worked on a pitch.