Review | 8/8/2011 at 10:56 PM

Insanely Twisted Shadow Planet Co-Op Review

Not Quite the Tangled Mess You Were Expecting

“You’re playing what?”
Insanely Twisted Shadow Planet.”
“Sounds like a heavy metal song. Sounds stupid.”

Yeah, it sounds stupid. But in reality, Insanely Twisted Shadow Planet is a brilliant little game that has provided me with a new addiction.

Sporting a visual style that is suspiciously similar to Ubi’s Outland, Planet goes even deeper than the former’s dual-color mechanics by substituting a set of tools that are collected and used as you progress. Worlds are interconnected, ultimately creating an entire map that you can traverse freely once you open all of the barriers. In order to keep some sense of linear direction, these barriers often require a specific relative tool - one which may not have been procured yet.

Examples of these tools include a mining saw that breaks through certain types of rock, a grab-all claw arm that sometimes serves to anchor you in strong currents or wind, a phaser gun, a laser beam that can be used to activate crystals as well as attack enemies, a temporary directional shield, a rocket launcher, and more. All of the tools can be directed in 360 degrees using the right analog stick. The tools are selected during gameplay via a radial menu, but you can assign any four tools to the face buttons at your leisure.

The game is completely devoid of written or spoken dialogue, save for the title and credits. This is part of its charm, and also part of its challenge (which is comparatively low, by the way). If you find yourself completely stumped, your flying saucer is equipped with a scanner tool that provides visual hints for enemies and objects that can be interacted with.

Not only is the game charming, but it’s beautiful to behold - both visually and aurally. An orchestral, golden-age-of-monsters soundtrack is perfectly married to fluid animations and simple but striking graphics inspired by silhouette art. To me, Planet is the downloadable game to beat for sensory pleasure.

As wondrous as the game is visually, though, it’s too short...even by arcade standards. Four hours should be more than enough to get through all of the worlds and complete the campaign.

Co-op is a bit of a bust, too. The concept is solid...it just doesn’t provide a lasting appeal. The only mode so far is called “Lantern Run”. Four players can play shared screen, online, or any combination therein. Everyone chooses a color, then grabs a lantern at the start and traverses an alternating pattern of tunnels and caverns. A tentacle monster slowly advances, adding quite a bit of intensity to the scramble. Increasingly difficult enemies spawn in the caverns, which serve as short survival style matches to keep everyone busy until the barrier can be removed. Players are provided only with the phaser gun and claw tools, so don’t expect to see the more complex enemies - just enough to make you drop your lantern for a minute and blast a few aliens.


A solitary player desperately avoids the tentacle monster in Lantern Run mode

What’s lacking in the co-op mode isn’t vision nor support, because the gameplay is tight, the action is fun, and the crossover between local and online players is always a plus. Unfortunately there’s very little reason to play the mode. Getting through 19 caverns gets you an Achievement or Trophy, and your score can be posted to an online leaderboard...beyond that, it’s just a distraction from the real meat of the game (the campaign), which is ironically too brief.

Too short, and not enough co-op. But for 1200  I’m not going to skewer Insanely Twisted Shadow Planet with its own shortcomings. I’ve utterly loved playing it, and I look forward to exploring every inch of the map in time. I eagerly await news of whatever this studio is working on next.