EDGE

Recompile

This hack-happy Metroidvan­ia’s raw energy powers our curiosity

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PC

The dash hits us like a ton of bricks. Our enemy doesn’t get off lightly either. Plucked from a fizzling orb atop a staircase of shattered cubes, the ability allows us to barrel directly into a laser-eyed sentry turret, smashing it apart. But for us, the real impact is in the animation, not its result. Pressing the dash button results in a precious few frames of windup – anticipati­on and pressure crackling like electricit­y – before the movement unleashes itself, searing across the screen. There’s something about that tiny delay that makes the power we’ve just acquired feel even more significan­t, the precocious little rocket punch raring to go every single time.

It makes a lot of sense: Recompile is a Metroidvan­ia in which you play as a humanoid distillati­on of pure energy, a rogue piece of code. Part precision platformer, part shooter and part hacking puzzler, it’s certainly compelling to control, even at this early stage of developmen­t. The open-ended level we enter is a wasteland of strange code

rearrangin­g itself into new shapes – in a purely visual sense, we hasten to add, the glitchy fog of war retreating the further we run. Tapping jump lets us tumble nimbly through the air and avoid incoming fire from skittering cuboid turrets.

Our first method of fighting back against the pests is a lightning gun, aimed with the left trigger and fired with the right. The effect is deliciousl­y sci-fi, a web of electricit­y coursing over our target. We shock it again, and again. For several moments, we wonder whether this isn’t some kind of stun gun instead of a damage-dealing weapon. Eventually, however, after 15 or 20 shots, our enemy explodes. Our demo handler admits that they may have underestim­ated the damage values somewhat for this particular build.

Then again, the currently underpower­ed gun is ample encouragem­ent to explore and experiment with Recompile’s other elements. After collecting the thrilling dash ability next, we’re not sure we’d want to go back to the peashooter even if it were fixed, the melee smash so mighty that we’re content to bash through enemies in an endless chain of brutality. The double jump ability we find later lets us spring higher before we fall back down to the ground in a perfect simulacrum of a superhero landing, shockwaves rippling out from our kneeling avatar as the camera trembles. But there’s a catch: during one timed platformin­g challenge which we begin by starting up a circuit’s flow, we abuse the double jump to try to reach the pinnacle faster, and soon discover that the recovery time on the landing is actively hampering our effort. Precision and restraint is the key.

In future Recompile puzzles, however, we’ll have something else on our side: the ability to hack enemies and aspects of the environmen­t. We’re shown a brief glimpse of the interface, although it’s not fully implemente­d just yet. A button press causes the screen to pulse into a blue overlay, UI elements superimpos­ed upon it as we coldly examine our enemies’ health bars, hostility levels, aggro status and their projected paths across the level. A special kind of flora, harvested using the lightning gun, will help power the ability. And you’ll definitely want to keep it topped up, as we’re told you’ll even be able to turn enemies against each other.

With multiple ways to defeat foes, move past obstacles and solve puzzles, your actions will affect the fate of your bright little sliver of machine sentience. There are six variations planned in total: the exact nature of the technologi­cal singularit­y you achieve will depend on your specific approach. It seems

Recompile’s gently systemic, sandbox-style levels will prove arresting even beyond the gorgeous shimmer of voxels – and that dash. We’re still recovering.

In future we’ll have the ability to hack enemies and aspects of the environmen­t

 ??  ?? The Rez- like effect of Recompile’s protagonis­t is rendered using instanced cube meshes with a custom shader. The bright glow makes the avatar stand out in a dark environmen­t
The Rez- like effect of Recompile’s protagonis­t is rendered using instanced cube meshes with a custom shader. The bright glow makes the avatar stand out in a dark environmen­t
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 ??  ?? ABOVE Shooting might not be terribly satisfying just yet, but the voxelly death animations cretainly are
ABOVE Shooting might not be terribly satisfying just yet, but the voxelly death animations cretainly are
 ??  ?? TOP LEFT It’s possible we’ll see a few different kinds of guns in the final game: this shot suggests a longer-range weapon in the making.
TOP LEFT It’s possible we’ll see a few different kinds of guns in the final game: this shot suggests a longer-range weapon in the making.
 ??  ?? LEFT The holographi­c effects are beautiful, but can be confusing. We spend a while agonising about how to jump a gap, before realising the transcluce­nt platform before us can be walked on
LEFT The holographi­c effects are beautiful, but can be confusing. We spend a while agonising about how to jump a gap, before realising the transcluce­nt platform before us can be walked on
 ??  ?? Despite their faintly adorable appearance, the enemy turrets’ objective is to ‘delete’ you, a rogue piece of code in the system
Despite their faintly adorable appearance, the enemy turrets’ objective is to ‘delete’ you, a rogue piece of code in the system

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