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Game Review: Hyposphere

  • Randy Zilinski
  • May 6, 2016
  • 2 min read

When I first saw this game I got excited, memories of marble games and Super Monkey Ball filled my mind. Unfortunately, the joys in those games did not follow in my play through of Hyposphere. I really wanted to enjoy this game, searching for something that was casual and fun, but I found myself stuck in the middle of jarring experience that really seemed to try to get me to stop playing.

Some things I noticed right away was that although the backgrounds were beautiful and they did show the strength of the Unreal 4 Engine, it felt like a failed art piece rather than a game. The backgrounds didn't really feel like they were part of the same game, not to mention they aren't solid, your ball doesn't even hit any of the objects when you fall off. It seems like these are the kind of issues I have through the whole game, it's all small things that really add up to a large problem. It feels like this game didn't receive any love. When you fall off the course, loading back into the game takes a decently long time and is pretty jarring. The view when you're dying doesn't sound like something that matters, but in a marble balance game where you're going to be falling off just as much as you're going to be playing, it's pretty important! Speaking of more graphical issues, the UI feels like something off of a free Windows XP game, and sometimes the buttons are non-responsive as well.

The music has potential, but with the music resetting with each level you don't get to experience it! Some levels are so short that you hear the beginning 5 seconds of the song over and over! I really wouldn't mind if the levels were longer, and they really could be if I went for all the items and points but it honestly feels like there is no point. There is no incentive the the game, outside of the end goal, there are no other objectives. Give me a timer, or make the points matter by introducing something in the store other than lives.

Score: 4/10

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