Luftrausers: Or Why My Tin Man Heart Denies Me the Pleasures of Little Indie Gems
https://basementmtl.blogspot.com/2015/01/luftrausers-or-why-my-tin-man-heart.html
If Luftrausers is evidence of one thing, it’s that I am a man
saddled by deeply flawed, irrational thinking. As I’ve previously wrote, I
often seek out reasons to idolize my Vita. Beyond this point, I’ve held a
passing interest toward playing Luftrausers since its release on the Vita back
in 2014. You’d think that when given the option to download the game for free in
November, I would have been elated, or even mildly content.
And I thought I was, for the better part of a week. I would commit myself
to 20-minutes sessions near every day, either while waiting for dinner, or just
before bed. Luftrausers’ game sessions typically lasted about 60 seconds, and were
often packed with simple but enjoyable combat (which I’ll be sure to cover in a
little bit). Honestly though, I’m convinced that I can’t shake the stigma that
most indie games are focused, aesthetically artistic and simple game
experiences that lack longstanding appeal to be worth my attention for very
long.
As mentioned, each play session of Luftrausers is meant to take up
no more than 5 minutes of your time. In that span, your objective is to
navigate a customized aircraft along a 2D plane as you dodge gunfire and
destroy air- and seacraft of various sizes and magnitudes of danger. It’s all
decidedly straightforward stuff that isn’t immediately
appealing if not for two factors.
First, the game’s controls make controlling your craft enjoyable.
Using the left analog stick you both turn and accelerate, with former being
accomplished by moving the stick left and right and the latter by holding it
up. What results is the feeling that the player has perfect control over
his/her craft.
The second great feature about Luftrausers is that its relatively
short play sessions ensure that the player is constantly tinkering with his
craft. Prior to launch, the player chooses from over 125 combinations of
weapons, bodies and propulsion systems. Each combination is given an often
humorous name, personalizing the experience further.
What helps to elevate this experience is that each piece gains
experience for utilizing its unique property in battle. For instance, the
“spread” weapon (which operates as a shotgun of sorts) gains one level for
killing 3 boats while undamaged. Once you level up said piece, you unlock a
more challenging objective, unlocking new equipment in the process. It’s a neat
feedback system, encouraging the player to mix up his/her play style
constantly.
It’s just too bad Luftrausers is very little more than this core
function. I suppose that it shouldn’t come as much of surprise that my pension
for RPGs (whose very nature often results in convoluted core mechanics
overlayed by obtuse peripheral ones) has warped my appreciation for simple and
straightforward gaming experiences. Perhaps for this reason alone I may never
become enamoured by the idea of playing an indie game. In case it matters,
Luftrausers’ would have been a better game if it was crammed to the teeth with
too much boring stuff in it, unpolished graphics, long load times and 100 hours
of seemingly similar gameplay…And it was called Dragon
Age: Inquisition.