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First it was Amped, then Gunvalkrie and now we have Blinx. Other than appearing
on the Xbox, these three titles have something else in common; they are all misunderstood.
Blinx is as much a platformer as Gunvalkrie is a 3rd person shooter and Amped
is a racer. Although it has never officially been said, it has always been assumed.
Blinx is not, as the hype would have it, a platformer.
Rewind, we're back in April. Just weeks away from E3, expectations of the show
are growing fast and Microsoft has unveiled their key titles for the reminder
of the year.
Shown purely in screenshot form with little to no text to back up the accomplished
yet aesthetically retarded graphics, predictably, Blinx gets a universal mauling.
At E3, Microsoft show the world what the game is all about. People begin to
take note, Blinx will change things.
The concept behind Blinx is something that is, at this time, difficult to comprehend.
Not complicated, but exciting, beautiful, shocking; frightening almost. When
you first hear what Blinx is all about, you can't help but raise a smile. Microsoft
along side Artoon have thought up an idea that is so brilliantly clever that
it almost defies description; the ramifications of what this title will bring
to the industry are just too wild to sensibly predict. This is just what we
need, a revolution.
Cleverly recording your every move onto the Xbox hard drive, Blinx will allow
you to manipulate time on the fly. Rather than struggle up a fast flowing river,
just pause time and walk up the stopped current without any effort. You stumble
across a downed bridge, but rewinding time reveals the structure gloriously
rebuild itself allowing safe passage.
Think about it, think of the possibilities.
3-2-1, late October. Blinx has been released and amazingly, remains virtually
unnoticed. Reviews have been wildly inconsistent and sales nothing to shout
about. People expect platforming; they get slow, frustrating gameplay, a hideous
lead character and surprisingly, very few platforms. They give up, they return
the game.
They miss the point.
No, Blinx is more of a puzzle game, or at most, a thinking mans platformer.
The idea is to clean up the environment using your Luigi's Mansion inspired
vacuum, ridding each level of all Time Monsters. After they've all been dispatched,
you must reach the exit before the 10 minute time limit runs out. Along the
way, various hazards, such as a fast moving pendulum that requires time to be
stopped, or slowed, to safely pass. Better still, when two switches at opposite
sides of a room need to be pressed simultaneously, by recording Blinx standing
on one switch you can then wonder over to the second and press it at your leisure.
The recorded image of Blinx will press the first button, while you press the
second and the door opens.
Rather than having the power to manipulate time whenever you want, various
time crystals must be collected and stored. For example, collect three orange
crystals and you get one use of a Fast Forward. However, collect two orange
and two blue, for a Pause, and all the crystals are wasted. Limiting the time
control this way is immensely frustrating, not only because it ramps up the
difficulty, but because the concept deserves so much more. Leave the game for
a few seconds at the title screen and you are treated to a demo showing off
how the game works and one of the sections, displaying pause, shows Blinx about
to be killed by a Time Monster. Cleverly, he pauses time just moments before
death and avoids his fate. Now, this is all extremely promising for the title,
and indeed during the earlier levels such free gameplay is possible, but on
the later levels, at around world four, the game shifts from being intelligently
designed into something else, frivolously challenging.
You see, later on the game gets extremely tight. Collect just one crystal out
of place and the entire level could be impossible to complete. Such is the linear
design, when the game requires a rewind, it demands a rewind. Fail to carry
enough of what the game wants and you must start from the beginning. This mean
there is no time for reactions; no time to skilfully pause and dodge. If you
are going to die, you will die; a massive oversight for a game which does so
much to convince that you have power of time control. Although, thankfully,
the levels will last a maximum of only 10 minutes, you can expect excessive
trial and error gameplay for large sections of the game.
Blinx is absolutely punishing in its design, sometimes this is welcome, other
times it just frustrates. To destroy the monsters you must suck up rubbish (bins,
barrels, stones etc) and blow them back into the enemy. For some unknown reason,
when the game is proudly displaying levels in three dimensions, Blinx can only
fire on a flat 2D plane. Find an enemy above or below you and you will have
to reach their level before attacking, risking a life. Worse still, stand on
the edge of a platform when attacking and often the rubbish will simply get
stuck at your feet.
A hideous lead character, dreadfully designed enemies, poorly judged difficulty,
immensely frustrating gameplay perhaps people aren't missing the point,
perhaps Blinx is in fact a complete disaster? Wrong. When it works, Blinx almost
has majestic qualities, the feeling of correctly solving a problem purely through
time manipulation is indescribable; something totally new in the gaming industry.
It has absolutely no time for people who are unwilling to learn, practice and
master each and every level and, arguably, the rewards for doing so aren't particularly
great when it's all finished. Blinx is full of flaws that should render the
whole thing obsolete, and to many the title will merely be a successful yet
unplayable technical demo. To others though, not necessarily those with patience,
but those able to forgive, Blinx will remain an exciting challenge throughout.
None of this matters. For many, at this time, it will; but a look towards the
future suggests otherwise. People will soon forget the flaws, the poor reviews,
the unhealthy sales and simply remember that Blinx offered something rarely
felt in the videogame industry, something so rare that the newest generation
of gamers probably can't even feel it.
Blinx offers hope; hope that there is a better videogaming tomorrow.
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