![]() Every screen is tasteful and oozes purpose. This all serves to accentuate the intentionally sensory nature of Recompile. This might initially feel like a barrier to entry to some - it can admittedly be a little confusing at the beginning - but once you get the hang of it, this too begins to feel paradoxically organic to what is supposed to be an inherently artificial experience by design. That's not to mention the puzzles, which revolve around rewiring circuits using logic gates. Like all good platformers, the level design is constructed to accommodate its mobility options, as opposed to demanding exact combinations in highly specific, self-contained instances. ![]() There were several occasions where I was in legitimate shock that the game had allowed me to progress in unconventional ways that I am 100 percent certain were not the intended route forward. As your mobility becomes increasingly freeform, however, this previously intimidating computer framework becomes a playground for experimentation. It is, admittedly, a little slow burning in this regard: as a Metroidvania, it obviously takes quite some time for you to unlock your full oeuvre of abilities. You jump, dash, bolt, hack, slash, and shoot your way across chasms, bridges, pillars - the movement is so varied and the environments so vast that I feel confident in saying that Recompile is already among the greatest platformers of the last decade. Fortunately, Recompile's platforming is its most prominent asset. As a 3D platformer, it would be easy for Recompile to feel like a decent technological spin on a genre that's been done to death. Most of all, Recompile excels in moment-to-moment play. ![]() But that's just part of the bigger picture.
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