Also On: PS4, PC
Publisher: Playism
Developer: FullPowerSideAttack.com
Medium: Digital
Players: 1
Online: No
ESRB: E10+
I donโt know about you, but when Iโm playing a platformer Iโm not usually thinking about the physics of how they actually work. I press the d-pad or joystick one way and my character moves in that same direction; I press a button and the person onscreen jumps. I know itโs all learned behaviour, and that I didnโt come out of the womb knowing how to get Mario from Point A to Point B, but I passed the point long ago where I had to give it much thought.
TorqueL doesnโt work that way. TorqueL wants you to think about those things. In fact, thatโs pretty much all TorqueL asks of you: to really consider how youโre getting your character from one place to another. Itโs not quite as demanding as a game like QWOP, but itโs not all that far off, either.
This really shouldnโt be too surprising. After all, aesthetically TorqueL is shockingly minimalistic. The characters are stick figures, the levels are made up of lots of straight lines, and the whole thing looks like it couldโve come from one of gamingโs earliest consoles (assuming, of course, they could render a few bright colors). I guess it only makes sense that the gameโs controls takes a back-to-basics approach as well.
Or, at least, they do in the sense that you really have to think about how your character actually moves. You can roll your square along the ground a little, but if you want to move from one platform to another, if you want to jump over a fiery red pit, you need to be fully aware of your characterโs cardinal directions. Pressing the Vitaโs triangle button will always send a green bar straight above your stick figureโs head โ which means that if your character is upside down or sideways, the green bar will be as well. It works the same with the PlayStation controllerโs other iconic buttons, and it never fails to be less than nerve wracking as you constantly adjust your own sense of direction on the fly.
Iโd like to say it gets easier as the game progresses, but it really doesnโt. Even setting aside the little changes in gravity and other obstacles TorqueL adds to the equation the further in your get, itโs just really difficult to always be mentally readjusting like that. At best, Iโd say I started getting really good at pressing all four of the Vitaโs face buttons at once, jamming me into a spot as I experimented with wiggling my character in one direction or another.
Admittedly, Iโm not so great at thinking spatially like that, so I suspect others will have an easier time of it than I did. Nonetheless, itโs a challenge โ but in a different way than most tough-as-nails platformers fulfill the definition of โchallengingโ. Most expect you to have honed your skills to perfection through years and years of playing other likeminded games; TorqueL expects nothing less than for you to relearn all your skills anew.