Keep these remixed dishes spin­ning – in space!

PlayStation Official Magazine (UK) - - CONTENT - Koenig­inKatze

Stop us if you’ve heard this one be­fore: an up-to-four-player co-op game fea­tur­ing diminu­tive avatars in timed stages, des­per­ately try­ing to not be burned by the flames of fail­ure while they at­tempt to grap­ple with the ‘quirks’ of each level en­vi­ron­ment. You’d be for­given for think­ing we’d al­ready re­viewed this game back in OPM #153 but, let us tell you, a space­ship is com­pletely dif­fer­ent to a kitchen.

For starters, there’s gen­er­ally more fire­power aboard such a ves­sel. The task you’ll be tan­go­ing with aboard the USS def­i­nitely-not-a-stan­dard-Starfleet-ship is avoid­ing the de­struc­tion of said ship at the hands of a sneer­ing, scaly alien race. It’s blast or be blasted as you run be­tween guns while try­ing to patch up the dam­age to your ship. Un­for­tu­nately, the per­son who de­signed the ves­sel had ap­par­ently never had to pilot such a craft, or in­deed had much in­volve­ment with one, as the on­board lay­out is part of the chal­lenge you’ll need to con­tend with. For starters, who thought it was good idea to put a re­volv­ing door slap-bang in the mid­dle of a space­ship? Or de­cided to as­sign a sin­gle fire ex­tin­guisher to a seg­mented shut­tle? To say noth­ing of the shoddy air­lock sys­tem!

Catastronauts metes out new ob­sta­cles like this reg­u­larly, bal­anc­ing its pac­ing against an en­gag­ing level of chal­lenge. You’re not over­whelmed by new me­chan­ics, as each introductory level will take a few tries to get right, but your fail­ures sel­dom frus­trate. Deaths are al­most as en­ter­tain­ing as your vic­to­ries, and the cloning sta­tions aboard each level mean at worst they’re only an in­con­ve­nience.


It’s cer­tainly a novel ap­proach to team build­ing, chiefly be­cause it so thor­oughly de­stroys friend­ships. Com­mu­ni­ca­tion is key, but this isn’t ev­ery­one’s strong suit, so if you’re an­ti­so­cial, you will be pleased to hear that you can also put both of your hands on deck alone, tap­ping the shoul­der but­tons to switch be­tween two crew mem­bers. Score mar­gins are in­cred­i­bly for­giv­ing when play­ing this way, and gen­er­ally it feels much more se­date than full-on four-player co-op chaos. While the op­tion of a solo mis­sion is ap­pre­ci­ated, the game sim­ply isn’t at its best here.

So pull your buds out of cryosleep, you’ve got a ship to save! If you can man­age to ex­tin­guish fires be­fore the red shirt turns a truly in­can­des­cent shade, or re­sist the urge to fling the hap­less twerp out of the air­lock, you may just have a shot at sav­ing your­selves. And if they re­ally are that use­less there’s no need to be ag­gres­sive, be­cause the end-oflevel award cer­e­mony will tell them what’s what. With this goofy tone, and even man­ag­ing to up the dif­fi­culty level com­pared to other of­fi­cers of its rank, it’s got all the mak­ings of a much-loved party clas­sic.


Fan­ning the flames of con­flict is ac­tual fire. Open­ing the air­lock will put it out, but you may lose crew too.


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