140 Review

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Published on ● Video Link: https://www.youtube.com/watch?v=S2OWzA_XBGM



Game:
140 (2013)
Category:
Review
Duration: 2:01
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Named after the beats per minute the music plays to, Double Fine Studio's 140 finally makes it way to consoles after being out on PC for nearly 3 years. 140 is a rhythm based platformer. All of the hazards and obstacles move in time with the beat. There's little balls you need to collect and bring to the semicircle that change the layout of the level, and allows you to progress further. There are 3 levels that last about 15-20 minutes each, and they all have boss battles. The controls in 140 are extremely simple: left, right, and jump. And i think you have to press up or down once or twice. There's no pause or menu button. There's no interface at all actually, so you can't restart or return to the central hub. There are minor puzzle elements and some difficult jumps, but the game is never frustrating due to the liberal checkpoint system. Visually, 140 is in a class of it's own, call it surreal, hallucinogenic, or trippy, it's definitely striking on 50-inch TV, and proves that minimal graphical styles can be more powerful and effective than the ultra-high def photorealism that contemporary titles aim for. The music is awesome and tracks unfold as you complete exercises. Even in death the soundtrack let's you roll with it. Once you beat the main game, the mirror courses unlock, which eliminate all checkpoints. And that's it, that's everything there is to see and hear. Overall, 140 is a powerful and engaging experience, it's also very short. When I finished the third and final boss I was so confused. I thought I was just getting started. Oh well, maybe there'll be a DLC, but then they'd have to add a menu.







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