Monday 4 July 2016

Type:Rider - Flipping the Script Around

Type:Rider is an odd little concept of a game. Made by a Franco-German TV group that pushes art and design above most else, there's this game, a platformer created to try and teach players about typefaces and text techniques throughout the ages. Its definitely a tall and rather obscure idea to try out but is it one that actually works?


Before we even begin with that question though, I have to go through the usual 'Games/Art' babble. I actually hate most of the 'Games are Art' crowd as for me personally, I feel that they often push art and forget about gameplay for the most part (Hello Proteus). This game thankfully seems to dodge that particular bullet thanks to a very clear game structure. Each world (aka: Typeface set) is set into four different levels. Two levels are straightforward platforming, get from point A to point B, collect a few things along the way and try not to die too much and the other two are more 'Puzzle' in nature and for the most part all of this plays very well, the controls are quite precise, meaning there's never anything too irritating and the checkpoints are plenty. Puzzles too can be reset easily if messed up and the whole thing flows brilliantly, sort of like a series of quick and swift calligraphy strokes.


This also means the game itself, while fun to play, is a touch simple at times. There's never really any serious challenge from one level to the next. Unlimited lives equals easy experimentation and picking up all of the collectables in each area is quite simple outside of one or two obscure locations. Each level too is quite short, a bit of a telltale giveaway of its mobile origins. While this doesn't exactly kill the game, it is worth thinking about come purchase time.


Does the game actually work as a learning tool though?... No not really. Where the 'learning' comes in is via large wall-like blocks of text rather than through basic showcasing and most players, me included, just wont read the majority of this. At no point is the player required to know any of the information to continue at any point. This isn't a bad thing by any means but it does occasionally feel like it missed the mark on its intentions.

Overall its a lovely little platformer. A touch simple though and the learning point is all too easily ignored.

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