PCPOWERPLAY

DEATH SQUARED

- DEVELOPER SMG STUDIO PRICE $ 25 deathsquar­ed.com

At PAX Australia in 2015, I was thoroughly impressed by how two cubes, as well as some circles and spikes, so effortless­ly made for an enjoyable co-operative experience. Freelance games reviewer, Jason Imms, and I shared ideas, laughed and failed, but always found solutions to puzzles, even if it took a short while. I’ve been looking forward to this game’s release, and its final iteration is polished, meaty and fun to play with a friend. Surprising­ly, some aspects of level design now detract from the experience, but I think I understand why.

When the game was at prototype stage, you could stare at each level and mostly glean how to solve it, occasional nasty surprises aside. It felt smart. Now, there are 80 two-player story levels with increasing­ly more pieces, lending them an illusion of incrementa­l complexity, but this actually removes some of the player’s ability to make clever decisions. My husband and I found that the first several levels felt smart, but we later had to trustingly navigate to the interactiv­e pieces in turn, eventually solving many levels as if by accident.

This also exacerbate­s the “nasty” in “nasty surprises” to a feeling of proper unfairness when difficult-to-anticipate spikes, for

example, suddenly stab you after a long journey through a not-rotatable isometric level. Oh, and it’s somewhat too easy to accidental­ly drive your cube off an edge, even when it hasn’t disappeare­d into an area you can’t actually see. Bigger, and more pointlessl­y difficult, isn’t always better, as I also appreciate­d with BOOR this month. Linelight nailed level design, simply by using game elements in more, not bigger, ways.

Having said this, there are two wry narrators, who remind me of the radio jockeys in Zombies, Run. They’re framing the unfairness of their testing you into amusing contexts, threatenin­g you with janitorial duties, even reminding you to move if you’re idle for too long. You can play while they deliver story and I liked their banter a lot. Other nice touches include custom paint jobs for your cubes and funny moments like where they reverse your control scheme, then switch it back again because your many deaths signal that you can’t handle it.

Party mode is for four cubes. Good luck with that. But, yes, it’s supposed to be chaotic. It wouldn’t be a party without everyone pushing each other off edges and yelling at each other, after all. As with all modes, you start to dread certain pieces, not in a bad way, just because you know things are going to get tricky. For me it was, “Oh no, lasers.” And, this is an odd point, but “single player mode” which was one cube on each of your controller’s sticks, hasn’t made the final cut. Now you need two controller­s and the will to play with both, as a lone player.

Probably the most useful endorsemen­t I can give to Death Squared is that my non-gamer husband wanted to play it every night, in a way I haven’t seen since his brief, but very fervent, infatuatio­n with Mini Metro last year. I wanted the scope to be smaller and more thoughtful­ly crafted, but I also wanted to play it, so it did plenty right. I do have a bit of a love/frustratio­n relationsh­ip with puzzle games, but it’s more difficult to become annoyed when you have a friend sitting next to you who has to bear half of the responsibi­lity for failure and success.

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