


No, it’s mostly an arcade-like game that’s content with peppering in bits of lore as it pleases, which works both for and against it, depending on what kind of experience you’re looking for. There’s cool concepts afoot like the eventual destruction of the sun, and thus, all of mankind as we know it, as well as the introduction of multiple alien races, but it never really gets a chance to spread its wings. The “one more run" feel is still there even if you’re just replaying the same layout over and over, attempting to collect each Atomik orb.Īll of this is set to the tune of a post-apocalyptic world (with you playing the part of the nameless “Scavenger"), which, as unique as it is while the actual action is playing out, is mostly forgettable. Then, through practice and tenacity, you can learn the ins and outs of each hazard that impedes your progress and eventually conquer it. There’s one type of collectible to grab during any given mission, which are required eventually and provide as a progress gate, but for the most part you can spend any given level getting accustomed to the layout. Here there’s a beginning and an end, a clear course to strive for. It looks and feels authentically old school, and the consistent framerate ensures that there won’t be any hangups like lockups and inconsistently smooth visuals. And retro it is, not just in terms of the art style (which hearkens back to the purple retro hues of ’80s sci-fi), but the engine itself. That in part is what enticed me to check out RunGunJumpGun, as it contains a typical level system that you might find in a retro platformer. While I’m keen for a good old fashioned limitless romp, I do appreciate the fact that some games end. It’s a shame I only noticed RunGunJumpGun ($2.99) when it hit the mobile arena, because it really deserves the attention. It’s universal, and something gamers of all skill levels can pick up and play. The types of games prone to that control scheme work with touch, traditional remotes, and a mouse and keyboard. More and more we’re seeing newer experiences that are formed around the same concept as Jetpack Joyride, whether it’s of the endless or linear variety.
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The registration and linkage of Nintendo Account and acceptance of the Nintendo Account Agreement and Privacy Policy are required.It’s interesting to see just how much mobile development has influenced the PC market.
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Over 120 levels of mayhem: each level is meticulously crafted to hone and test the player’s speed and tenacity.Three unique game worlds: each world presents its own distinct challenges which require players to change their playstyles.Two-button gameplay: one button lets you fly, the other blasts obstacles into heaps of rubble.Non-stop action: merciful respawns let you die fast and keep you constantly in the action.Beautifully difficult: every second counts, and the game will test your reflexes to the fullest.There is only running, gunning, jumping, and gunning, in a mad dash to survive long enough to die again. Players will have to constantly alternate between the two firing modes to manoeuver through meticulously crafted levels where death is a promise not a possibility. There is no stopping in this beautifully surreal world littered with deadly traps and soul-crushing obstacles around every corner. The other shoots forward, destroying anything that’s in your path. One button shoots downwards, propelling you through the air. The two-button setup is disarmingly simple. With a cast of crazed characters, simple but beautifully difficult gameplay, and a pulsing musical score, ATOMIK: RunGunJumpGun is a loud, trippy mess of twitchy platforming goodness. ATOMIK: RunGunJumpGun is a tough as nails 2D action platformer that puts a teeth-rattling, gravity-defying weapon in your hands.
