While we?re certainly not at a loss for 2D action platformers this generation, I think it?s still worth celebrating when a good one comes around, and I?d classify Double Cross from developer 13AM as a good one. It carries a Saturday Morning Cartoon aesthetic to it that I appreciate, with a character design and storyline that feels like something slightly out-of-time, but in a way that this 80?s kid can certainly enjoy. It?s also fun, with some challenging levels, interesting mechanics, and a lot of variations between stages that?ll keep your interest up throughout the campaign.
From RIFT?s HQ, Zahra can access a variety of worlds via an interdimensional portal. Each world has its own unique environment, and typically features some sort of mechanic or gimmick that is exclusive to that world. Each world consists of multiple sub-levels, culminating in a final stage that unlocks when the previous ones are completed. You can switch between multiple worlds and the stages within whenever you please, allowing you to change up the order in which you complete them. Also, each stage has a number of stars next to it which dictates the overall difficulty, giving you a more guided approach if you prefer. Last but not least, every stage has items to collect that will help Zahra level up, giving her access to both active and passive skills that can be equipped into three different slots at once.
There are a few other quibbles I have with Double Cross, most of which seems to be technical problems that can likely be ironed out. Playing the Nintendo Switch version of the game, I?d encounter the occasional framerate hitch along with the occasional freeze-up that would resolve itself, or get resolved by hitting the home button and coming back in without closing the game. These issues felt more prevalent in handheld mode than when docked, but certainly occurred both ways. They weren?t frequent, and thankfully the game never crashed, but the issues were certainly noticeable during the more intense platforming sections of the game. Again, ideally these issues can be worked on, but they are worth mentioning. I?d also note that something about wall-jumping would occasionally feel off, when Zahra would be connected enough to a wall in order to slide down it, but for some reason wouldn?t bounce off when the jump button was hit. This wasn?t a consistent problem either, which made it a little more baffling to me.
Note: Graffiti Games provided us with a Double Cross Nintendo Switch code for review purposes.
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