Tagged "Awesome Pea"

Feb 27
By Matt Gander In Reviews No Comments

Even though Awesome Pea has the unmistakable look of an 8-bit Game Boy platformer, presented in gushingly glorious shades of grey and pea green (hence the unlikely hero), it feels a lot more contemporary.

This is mostly due to its overall level of difficulty. The set-up of one-hit deaths, infinite retries, and no checkpoints recalls such recent ‘precision platformers’ as Super Meat Boy and VVVVVV. Our spherical star has no means of attack either, armed with just a double-jump to elude the jaws of death. A nimble double-jump, at that – the controls are remarkably responsive, allowing the nameless pea to effortlessly change direction while mid-air. That’s a big old tick in a box right there, instantly making it clear that it’s more competently put together than other low price point platformers.

The world map is split into four locations, although you’d be pushed hard to tell – the first three worlds share the same backdrops. Before this comes to light, it did initially seem that Awesome Pea was all about variety. The level designs vary wildly from one stage to the next, each having a central theme. A surprising number of stages scroll vertically instead of horizontally too.

However, a distinct pattern soon emerges. The same level types are reused over and over for its entire 3-hour duration, doled out in a manner that soon becomes predictable.

There’s also very little variation within obstacles, with the same assortment showing up in every stage. Sawblades of varying sizes and speeds are the most predominate hazard, second only to spike-covered walls and projectile spitting frogs. Floating skulls are the only other enemy type, bringing the grand total up to…two.

Each world begins with a traditional platforming stage set in a forest. Even with a ‘the floor is lava’ twist towards the end, these stages are a breeze. They’re then followed by a jaunt along a top of a train – the stages we struggled with the most due to the restricted field of movement, which makes avoiding sawblades tricky. A few of these stages go on for so long (there are no checkpoints, remember) that our breath was baited as we victoriously leapt over the final obstacles. That’s to say, there is some risk/reward payoff present during the tougher stages.

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