![]() It reminds me a lot of Tacoma, actually, especially in how the human characters interact with the AI and teach it human concepts you can’t exactly program. It’s almost entirely told through text logs the characters recorded through the Mainframe’s AI before the events of the game. The storytelling is perhaps the best part of the game. It’s great from a storytelling/theming perspective, but doesn’t cut it in terms of gameplay. Since some platforms are weirdly small or have a strange shape, you end up going everywhere you can and hoping it was the intended route. Again, it’s an interesting concept but in practice it’s difficult to tell where you’re supposed to go if you can even see it thanks to the copious amount of bloom. This is supposed to be a digital space, but each area has a sort of industrial look to it like it was actually built from computer parts. Put simply, controlling the Program is far too slippery to navigate the game’s “naturally” designed environments. Over the course of the tutorial level, you’ll gain a jump as well as a gun to defeat enemies. Starting off the game, you only have the ability to move, not even jump which is an interesting idea for a metroidvania. Due to poor controls and haphazard level design, however, the game ends up just as tedious as real world hacking. ![]() On the surface, this is what makes Recompile exciting - an exploration based platformer where you play as a program trying to access hidden information in a mainframe. While in reality it’s pretty dull, movies and TV have presented it as people furiously typing, using an avatar to explore a matrix-like space, and much more. Hacking has many creative interpretations in media.
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