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forma.8 (2017, Playstation 4) Review


THE LONELIEST GLOBE IN THE UNIVERSE


Also for: iPad, iPhone, Macintosh, Nintendo Switch, PS Vita, tvOS, Wii U, Windows, Xbox One


Judging by the quality of the "free" PS Plus-additions I've acquired over the years, I'm starting to think that the PS Vita might have been quite the machine. The puzzle games have generally been of the highest order, with some innovative flourishes to them. Games like Hue and TorqueL are great, with The Bridge, Azkend 2: The World Beneath and 10 Second Ninja X not far behind. I've yet to find a clear miss, and the only major setback for the now defunct handheld is, of course, the lack of exclusives. Why would I buy a Vita when I could play the games on a platform I already own?

And now forma.8 joins their ranks. A creation of Italian indie developer MixedBag, this game is an atmospheric 2D-metroidvania of melancholic allure, where you float around an unknown, low-gravity planet for unclear reasons. With minimalistic visuals, clever physics-based puzzles and a big world to explore, you work your way towards a beacon on your automap. The story is completely wordless, which works hand-in-hand with the ambient soundtrack and slow-paced gameplay to pique your interest.



You are forma.8, a stylized black ball of metal with a hypnotic stare. In the opening cinematic, a mothership arrives in orbit around the strange planet and shoots you towards the surface, alongside a swarm of other identical formas. After crashing through the wall of an ancient building, you lose all unique powers. Until you reclaim them, progress is impossible. Since the game uses no written language, the only way to get some guidance is to learn the iconography of the HUD, and the world.  

The first two powers you find soon upon landing - a quick burst of electricity, and a bomb floating in mid-air right wherever dropped - and they become your major means of protection. The electric discharge can be used for close combat, as a shield, or for launching the bomb towards a distant target. With the floaty, delayed movement, aiming that thing takes divine skill - you basically need to go the polar opposite way you want the bomb to go. The enemy consists of machines and insectoid creatures spawning from burrows or plants.



You explore mostly maze-like interiors filled with enemies, secrets and deadly environmental hazards. Progression is often halted by a devious puzzle segment, often involving switches and physics. A few brief segments show you the outdoors, where the background layers of 2D parallax-scrolling art convey an oppressive sense of depth. As if that wasn't enough, the game occasionally decides to zoom the perspective out to a panorama, reducing your forma to a mere speck against the horizon.

Apart from making you feel lonely and insignificant, it makes you fear that some of the distant shapes could come alive. With such a low gravitational pull, this planet could theoretically house some colossal beasts. And as I dove into the waters around the black cliffs I explored, I could sense no bottom. I kept on diving for about a minute until I could bear it no longer - the dread I felt made me turn back.

At regular intervals, the game intercepts the way forward with an ingenious boss encounter. They are basically stressful puzzles, where you need to detect their weak spots or look around for other ways to harm them. One unforgettable boss chased me through a narrow maze, forcing me to open hatches and escape by a hair, all the while bouncing off the walls at every turn. Another made me feel guilt for defeating it, as its corpse revealed its true form.



The game requires you to progress in a certain order, but rarely prevents you from going back to look for secrets and power-ups. A few collectible bolts seem inconsequential at first, but collecting them determines what ending you unlock. Some of them are only obtainable by quickly navigating fun mazes, igniting all of its faded lights before a timer runs out.

I never bothered finding them all, mainly because of the sluggish movement, labyrinthian game world and unrefined automapping. Besides, when using some later powers to speed through an area, the screen had problems keeping up. These flaws - along with the unsatisfactory ending and a couple of tedious puzzle sections in the second half - prevent me from awarding a higher score than I'd like to. 

Back in the days of the Amiga, I never thought a game like Another World (1991) would be the one to influence future developers, but that is the game that comes to mind here. When compared to pixel art of the time, I always thought the old classic looked too plain and primitive. I understood that it was minimalistic because the technical limitations didn't allow for more polygons. But little did I realize that such limitations gave rise to an art style that appealed to your imagination.



Less is more, simply put. Forma.8:s simple color scheme points out important clues on how to solve puzzles, as well as highlight boss vulnerabilities. The murals of faces adorning the hallways of the structure give rise to a lot of questions, because their primitive design make them look... only possibly human? That colossal globe in the night sky - it could be a celestial body, or could it suddenly awaken and fixate its hypnotic gaze on you? In a world where you float around freely, such feelings of uncertainty and loneliness is all the gravity you need.

Maybe forma.8 carries its old school inspirations a little too fondly on its sleeve, but who cares. It is a splendid outcome of two worlds uniting. We get the enigma of limited visual storytelling and the limitlessness of technically advanced controls. It celebrates the past and the present, and is equally scary and beautiful, primitive and advanced, traditional and inventive. And it keeps us pondering the reason why we're so damned determined to solve the next puzzle or defeat that boss. Why are we even here, on this planet?

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