In many ways ‘Velocity 2X’ is FuturLab’s love letter to the games they
played growing up. It’s a beautiful fusion of ‘Metroid’ and ‘Flashback’ style
platforming mixed with vertical space shooter sections that echo the likes of
‘Sub-Terrania’, ‘Aleste’ and ‘Radiant Silvergun’. But while ‘Velocity 2X’
might be a game made up of two distinct play styles it has been crafted with
such care and precision that they blend together effortlessly. The result is
one of the most addictive and enjoyable games you can play on the Switch.
Developed by FuturLab
Published by Curve Digital
Released in 2018
‘Velocity 2X’ is a game that seemed destined for the Switch, even though
its journey to the console started out in 2012 when Nintendo were interested in
Dual Screen rather than Hybrid consoles.
Velocity - PSP Mini |
The series started out on the PSP, and
‘Velocity’ was the highest rated game in the console’s Minis range. These snack
sized games were Sony’s reaction to the emergence of mobile phones as viable
portable videogame machines. To play on the go, gamers no longer needed a
dedicated console and while they lacked scale and grandiosity, most mobile
phone games offered cheap, immediately accessible game play. Sony’s response
was to flood the PlayStation Store with budget titles, encouraging developers
to make simple games that wouldn’t be bigger than 100mb and wouldn’t sell for
more than £4. As Sony put it; “Minis are primarily designed to be fun in short
blasts for a great price”. In an attempt to get bulk onto the PS Store quickly,
Eric Lempel (Sony's then director of PlayStation Network Operations and
Strategic Planning) promised developers that PSP Minis submissions would be put
through “less stringent approval processes [...] we’re looking to lower the
barriers to entry”. While this meant 290 Minis would ultimately become
available most were sub-standard. It was something Lempel predicted.
"You're going to get some Minis that will be fantastic and some that will
be less so. That's just the nature of the bus
iness." ‘Velocity’ was the
exception; ‘Velocity’ was the shining beacon in a sea of minis-mediocrity. “PS
Minis needed a Killer App, so we set about creating one” says James Marsden,
owner and director of FuturLab. “We put everything we had into the development
of ‘Velocity’ as we wanted to grab the attention of Sony.”
Described by Edge Magazine as the “Standard Bearer” for the Minis
service, ‘Velocity’ was so good it began to get compared to full price PSP
games not just the budget Minis range. “‘Velocity’ is an exceptional (and in
many ways) ground breaking game” said Gamestyle. “To call it the best Mini out
there is doing it a disservice. In truth, ‘Velocity’ is a must have game on
whatever system you can get it on”.
Velocity Ultra - PS Vita |
However, ‘Velocity’ was hampered by the Minis limitation that Sony had
demanded. While the core mechanics and the game itself were superb, FuturLab
wanted to do more aesthetically and audibly. “We knew we wanted to give the
game a visual overhaul” says Marsden. “The vector art style was something I wanted
to shoot for in the original, but it didn’t work out.” An updated version was
released on the PlayStation Vita now christened ‘Velocity Ultra’. “There was
nothing we wanted to change about the game design after reading the positive
reviews” recalls Marsden. “But being able to refine the UI and music was
something I was very pleased to be able to do, the game looks clean and crisp
now”. According to FuturLab “You can think of ‘Velocity Ultra’ as the
director’s cut; everything we would have done the first time around if we’d had
the budget. We’re also unifying the art style throughout the game by ditching
pixel art in favour of an edgy cartoon style. ‘Velocity Ultra’ is a way for us
to establish the ‘Velocity’ franchise with a wider audience, and we’ve got
plenty more ‘Velocity’ in the works.”
Edge Magazine continued to be impressed with ‘Velocity Ultra’. “It’s a
game that leads by example, never keeping still while making sure you do
likewise, and is every bit as essential now as it was 12 months ago.” But while
modernising the Amiga style visuals was required, the reason for the ‘Velocity’
series’ popularity is simply down to the fact the core game play is superb, the
controls are tight and it’s compelling. “Once you’ve found a mechanic that’s
fun, the key is to build depth around that central mechanic without
complicating things unnecessarily” notes Mardsen. “I think many game designers
spend too much time pinching aspects of other games and trying to stick them
together instead of focusing deeply on making the most of what is right in
front of them.” The strength of a ‘Velocity’ game is its incremental additions
to gameplay.
In all games the main play mechanic centres on your ability to teleport
through walls, but this simple premise is built on incrementally. “We drip-feed
the mechanics through the game over time because and we want you to become
comfortable with the mechanic before we introduce something new” says Kirstie
Rigden the game’s design director. “We’re nvot overwhelming you right at the
beginning with all the different mechanics and also it would be really boring
if we gave you everything at the very beginning of the game. On Level 36 you're
still learning something new”. The strength is the fine balance: the moment
boredom is about to set in you’re given a new distraction and then allowed the
time to master and enjoy this. “You can carry a simple fun mechanic a long way
if you really study the limits of that mechanic and build an experience around
it” clarifies Marsden. “The best games begin simply and carry a player into
complex sophistication. They are the best because the player learns all the way
through, and never gets bored”.
By alternating between two distinct modes of play, ‘Velocity 2X’ could
be accused of betraying Marsden’s philosophy. But in reality the only thing
that really changes between the vertical shooting and the horizontal
platforming is level orientation. “The most important thing to get the two
genres [to work] together is getting the controls consistent” admits Marsden.
“If you're asking a player to control a ship with agility and then ask them to
suddenly take control of a player on foot with different controls that could be
a real problem.”
The vertical shooting sections of ‘Velocity 2X’ are practically
identical to that of its predecessor ‘Velocity Ultra’. “Aside from tuning the
controls based on player feedback, adding speed boost pads [...] and the
all-important boss battles, it’s the same racy, shooty, teleporty fun” boats
Marsden. The basic goal of each level will be familiar to anyone who has played
a vertical shooter. You must travel from the bottom of a stage to the top,
shooting or avoiding foes and obstructions. Some levels will demand you rescue
prisoners trapped in pods, others must be navigated within a tight time limit.
“Much of the campaign is spent cutting paths through collapsing space stations
and chipping away at looping enemy chains in a manner suggestive of Amiga-era
shooters” claimed Edge Magazine.
Unlike those dated scrolling shooters though, there’s exploration to be
done in ‘Velocity 2X’. Coloured targets must be hit to open different paths
through a stage. While the screen perpetually scrolls, in later levels you will
have to manually place a telepod. These function a bit like player defined
continue points. Should you reach a dead end in a stage, you’ll have to return
to an earlier placed telepod hoping that your actions have opened a new route
through the stage. While the final stages do get complicated, maps provide
guidance and there’s an emphasis on finishing levels quickly; hence the title
of the series. The quicker you finish a stage, the more enemies you kill and
the more prisoners you rescue, the greater the experience points you earn. This
XP is then used to gain access to new levels so replaying a stage once you’ve
memorised the optimal completion method is always a good idea.
Of course the levels fans of the first game were most eager to get
access to in ‘Velocity 2X’ were the new platforming stages. Like the vertical
shooting sections, the platforming stages were inspired by games that FuturLab
enjoyed in their youth. “My first loves were ‘Flashback’ and ‘Turrican 2’ so
getting a chance to pay homage to those games just seemed like the right way to
go. “ What’s interesting is the ways that FuturLab adapted the successful ship
movement mechanics into something that works within the limits of a plaformer.
“In the top-down section you've got boosts where and we adjust the speed of the
scroll and so we've taken that across [to the platforming stages]” says
Marsden. “You’ve got sprint so you run around at a pretty good pace”.
Protagonist Kai is nimble heroine. Her leaps are inhuman of course, but they
allow you to ably navigate up shafts, down slopes and over instant death
obstacles. Continue points are liberally scattered throughout the stages, and
like the shooting sections there are number targets that must be activated in
order to open coloured gates. With a blonde badass protagonist in sci-fi suit,
it’s easy to draw parallels with ‘Super Metroid’. However the platform levels
of ‘Velocity 2X’ are small and self contained, able to be finished in minutes
rather than hours. There is exploration, but very little back tracking as most
stages loop and are designed to be completed at speed. Initially the platform
stages are isolated experiences, but they quickly become integrated into the
spaceship sections. Often you’ll see an entrance in a shooting stage and
entering it will lead you to a short platforming section. In this you’ll shoot
a target, before leaving the way you came in and returning to over head ship
combat. There are enemies in the platforming sections, including some boss
fights and so there’s ways to defend yourself. “Your basic primary weapon when
you're in a ship [becomes] a rifle on foot” says Marsden. “We’ve got 360 degree
shooting which is completely independent of the character's movement.”
However, certain mechanics that work well in a vertical shooter game
simply don’t translate well to a platformer. “In the top-down [shooting
section] you've got teleport so you can pick up a position on the screen that's
free and teleport to instantly which is great fun” suggests Marsden. “We can't
really do exactly the same on a platformer because the point of the platformer
is you have to move to certain areas of the screen by jumping. If we allowed
the player to do that instantly it would kind of render jumping pointless.”
While this sounds catastrophic to a game that’s central gimmick is the ability
to teleport, the compromise creates a fantastic platformer specific mechanic
that really brings something new to the genre. “We’ve limited the distance that
you can teleports to.” So while you can’t magically appear anywhere on screen
any more, you can pass through some walls, floors and ceilings. Once mastered,
you’ll use this ability to gain access to new areas while also depending on it
to avoid danger. It means that ‘Velocity 2X’ has platforming stages where the
usual player limitations are, in part, removed. You quickly start to think
about how you can make your way through a stage by not only leaping over
obstacles, but also considering if you can pass through them. Like the shooting
sections there’s a great deal of skill required to do a level at speed, but
there are also more thoughtful puzzles scattered throughout the game. According
to Marsden “in the top-down section you've got telepods which are a personal
checkpoints and [we’re] doing something similar in the side-scrolling where you
can fling a telepod and you can teleport to that, which creates some really
cool interesting game play”. As the levels pass, you’re frequently tasked with
more complicated ways to use the telepod throw. Often you’ll have to ricochet
it against walls, sometimes you’ll have to use the telepod mid air after
throwing it, and occasionally you’ll have to drop it so it can pass through a
tube below you. The components of the platforming are cleverly sympathetic to
the shooting stages, without being enslaved to them. What works in the top-down
sections exists in the platformer stages, what doesn’t has been adapted while
still feeling familiar to a player. “We are pretty confident that taking the
mechanics of a shooter and adding them to platform game play has worked” claims
Marsden. “When you get good at ‘Velocity’ it feels like you are dancing through
the levels” adds Rigden.
Part of this fluidity is certainly down to the precision of the
controls, and failure in a level always feels like the result of a player
rather than unfair design. I can recall playing the Vita version for an hour on
the train, endlessly repeating the same stage until I met the tight speed run
goal. Satisfied I put down the game and took off my headphones, only to be
tapped on the shoulder by the elderly woman sitting next to me. “You’d do far
better in that if you went slower” she said with Yoda like wisdom. She may have
missed the point of what I was trying to achieve but she seemed to have had fun
watching me play. Tellingly neither of us had got frustrated or bored during
this hour of repetitive game play. “In order to get those perfect medals you
have to have practiced a hundred times” claims Marsden. “By this point you
don’t need to think, the rest of the world falls always and you can be in
twitch heaven”. ‘Velocity 2X’ really is a compelling game and the numerous
challenges that exist in it will keep you hooked long after the campaign is over.
“Core gamers are really going to love ‘Velocity 2X’ says FuturLab. “It really
does reward the effort you put in.”
While ‘Velocity’ was celebrated for its game play critics see to
unanimously think that its story and graphics were lacklustre. It’s worth
noting that the retro games that inspired ‘Velocity’ were largely devoid of
plot, but today it seems an audience want a story; a motivation to play a
level. “The biggest challenge we came across was the narrative itself” says
Jack Hamilton ‘Velocity 2X’s character artist. “Creating a story for an action
game is really quite tricky” adds Marsden. “The player wants to keep moving,
keep playing and if you put in walls where there’s a cut scene it can get
frustrating”. For Hamilton it was a question of scale, providing enough plot
for those who had demanded it but not so much that it stalls the game play for
those who just want to shoot and jump. “We started off quiet ambitious so we
had a very, very big story. But being the game that it is we didn’t need it to
be that big” says Hamilton. “So as a result we ended up with nice bite-sized
chunks of story that helps the players through it.”
After the events of the previous game, your protagonist Kai has been
captured and had cybernetic implants surgically grafted onto her body. Kai is
witty sassy and fearless; a Samus for the modern age. The plot gradually
develops through short visual novel style intermissions between levels but it
is awash with Science fiction clichés involving alien dictators and downtrodden
slave races. “Part of fleshing out a more engaging story is having a good
villain, ours is a 15-foot monster that owns and operate that part of the
universe that you've arrived in” gloats Marsden. ‘Velocity 2X’ is essentially a
story about how Kai escapes this villain and his Vok army, to eventually return
home. It is at least engaging and well written and by the end of the short 8
hour campaign you do engage with Kai and her plight.
This journey takes Kai through a number of environments, and ‘Velocity
2X’ is visually much more varied than its predecessor. “So for example one of
the environments is very jungle” notes Ridgen. “It's your typical lush green
planet but [throughout the game] we were really able to play with the colours”
adds Hamilton. “We really got some really interesting level [artwork] for both
the top down and the platforming sections”. For Marsden an aesthetic leap for
sequel was essential if ‘Velocity 2x’ was to succeed. “It was very important to
me to bring a lot of visual Dazzle”. The dazzle was bought by Hussain Sheikh.
“My whole job interview was based around what I could do to make the explosions
look better” claims Sheikh. The original PSP Minis ‘Velocity’ had a single
sprite used when a ship explodes.
For ‘Velocity 2X’ the death of an opponent is
celebrated with particle bursts, bloom, environment distortion, light halos and
lenses flare inspired by Sci-fi film directors. “Since the release of J.J.
Abrams’ ‘Star Trek’ in 2009, people noticed just how much lens flares were
synonymous with sci-fi” says Sheikh. “ Carrying that baton forward, we decided
to go full on J.J. Abrams crazy with lens flares on ‘Velocity 2X’.” In motion
the game looks superb, and tragically many effects were originally diluted for
the PSVita release. They were restored in the PS4 release however and
thankfully this is the version that has arrived on the Switch.
Publisher Curve Digital called the Switch Version of ‘Velocity 2X’ “The
ultimate version”. While this may be because it includes the games DLC, but it
could also be because the Switch is the perfect system to house ‘Velocity 2X’.
When the console is docked you get to see all the visual splendour on a big TV
and hear the fantastic soundtrack on surround sound speakers. But then you can
also take the game with you and enjoy it in short burst in hand held mode.
“There’s nothing else quite like FuturLab’s games” says The Gamer Hub’s Vaughn
Highfield. “Their unique take on portable gaming has produced some of the
finest titles you can play in the palm of your hands.” Most of ‘Velocity 2X’s
levels can be completed in minutes, so it’s great for a short bus journey or a
prolonged toilet visit. But equally, if you’re anything like me you’ll find
entire train journeys are swallowed up by an obsession with getting one medal
on a very hard stage.
"We've tried, over and over and over to get a sequel signed,"
FuturLab posted. "It's the same every time. It looks and feels amazing, so
everyone is interested. Until they see the actual sales of ‘2X’”. So if the
Switch release of ‘Velocity 2x’ really is "your last chance to see a fully
deserving sequel happen" at least it’s the best version of a sensational
game.
James Marsden once infamously claimed that ‘Velocity 2X’ will be many
people’s game of the year – a bold statement considering that, at the time, the
game wasn’t even released. Polygon and Gamestyle ultimately agreed with
Marsden’s prediction giving the game a perfect score. I only hope that Switch
players who have yet to enjoy the ‘Velocity’ games welcome it warmly, if only
because I am selfishly desperate to play the final chapter in a series that I
have come to adore.
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A copy of this game was provided by the publishers for review. They have not seen or had any influence on the content of this review prior to publication.
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