Author Topic: Fractured Soul: Deep Void Impressions  (Read 1488 times)

0 Members and 1 Guest are viewing this topic.

Offline MegaByte

  • NWR Staff... Can't win trivia
  • NWR Staff Pro
  • Score: 31337
    • View Profile
    • Konfiskated Teknologies Network
Fractured Soul: Deep Void Impressions
« on: March 09, 2012, 10:38:00 PM »

The perennially troubled but innovative platformer sports a drastically new skin.

http://www.nintendoworldreport.com/impressions/29482

Deep Void has gotten a huge facelift since the last time we saw it, when it was on Nintendo DS, and now features all-new polygonal graphics and a new soundtrack. The gameplay is all the same -- a Mega Man-style platformer with slightly different versions of the world on each screen that you must flip back and forth between.

Fractured Soul includes a number of worlds, and except for the first one, each features a different effect to negotiate. One world is very hot, and you can only stay on the top screen for a limited time. Another has strong winds blowing. Yet another has reverse gravity, making it feel a bit like VVVVVV, and another still takes place underwater, which affects jump physics. There are also vertical shooter stages where you must kill enemies to recover power and keep power meters on both screens constantly replenished. Boss battles conclude each world. I was able to sample a wide selection of stages, and each features its own set of challenges and ingenious level design where you really have to stop and think, "okay, how am I going to get through this?" Of course, you often don't have time to think as threats from both screens bear down on you.

While the game levels are unchanged from the DS iteration, I found the game a bit trickier to get used to. I think it's due to the slightly angled perspective (the original was flat and sprite-based) and the more drastic color differences between the two screens. The game looks much better visually, but the more detailed surroundings made it a bit harder to stay focused at first.

Fractured Soul ramps up slowly and introduces new concepts well. The game gets progressively trickier, and the later stages are absolutely brutal, requiring careful planning and precision timing to complete. On top of that, there are secret items to collect in each level, placed is hard-to-reach spots that will easily get you killed. The game rates your performance on each level and keeps track of your best time, giving it a lot of replay value. New to the 3DS version are online leaderboards, a feature made possible by Nintendo's new online infrastructure. The game's 40 levels are expected to provide eight hours of gameplay (and subsequent time trial runs).

Endgame is still considering how to release Deep Void. While they are still pursuing a retail release, they might instead do a pair of eShop installments. I, for one, hope it makes its way to eShop, as it fits right in with a number of games there such as Mighty Switch Force, VVVVVV and Mutant Mudds. It's a shame that the game's had so much publishing difficulty, because it's something that hardcore platformer fans will certainly enjoy.

Aaron Kaluszka
Contributing Editor, Nintendo World Report