Skip to main content

Iconoclasts (2018, Playstation 4) Review


PLATFORMER WITH A SCREW LOOSE


Also for: Linux, Macintosh, Nintendo Switch, PS Vita, Windows, Windows Apps, Xbox One


It's certainly no delight to lambast the retro-flavored charm of the indie platformer Iconoclasts. After all, it was developed by one single man over a period of ten years. His name is Joakim Sandberg, but he calls himself Konjak. His universal game design skills are obvious, with 2D-art design and animation clearly being his forte. Iconoclast's tale about the young mechanic Robin, and her struggles against religious dogma, evidently stems from the mind of someone dying to tell stories.

Konjak harbors some neat ideas. Iconoclasts seems to take a jab at old, rigid "truths" about designing games. Watching the weird, detailed boxes and triangles that make up the environments of his game makes me recall old 8-bit platformers. Those sidescrollers looked blocky because of hardware limitations, but here the squares seem elaborate and weird. My take is that they somehow prove a point that is reflected in the narrative: Why should we stubbornly stick to the old ways, when we have the tools to improve them?


Konjak truly believes in his concept. How he alone managed to finish a project this size is beyond me, because these kinds of production values would be quite an endeavour for any indie studio with a full staff. But the question must still be asked: How does actually playing Iconoclasts compare against other similar games? Well, I have tried ambitious one-man games before, and especially enjoyed the cult classic Cave Story (2005), which has a lot in common with this game. I booted up Iconoclasts hoping for something similar.

And now that I've finished it, I look back upon an experience that started off strong - probably elevated by a great first impression - only to eventually deteriorate.

The sad answer is that Konjak could have done with some trustworthy workmates. They would have given him feedback on what works and, more importantly, what does not. When designing a game so rich in content, Konjak was bound to screw some of it up. Every aspect of the game has a streak of good in it, overshadowed by some flaw that makes it hard to enjoy.



Let us begin with the story. On a conceptual level, it is great. Iconoclasts takes place in an elaborate world ruled by a religious cult, called the One Concern. It dictates the lives of all citizens, including their profession and where they live. You are Robin, the tomboyish daughter of a humble mechanic. As the game begins, she has decided to defy the rules and pick up the wrench of her late father.

She helps out fellow villagers in need, until she one day gets caught in the act by agents sent out to enforce the law. This sets her off on a long, rebellious journey to rid the world of the oppressive regime. Along the way she meets new allies, and in a few short segments you get to play as a couple of them.

The world-building is detailed and rich, but the story contained within is too bewildering. Too many interludes change the point of view, and the cutscenes often take place in unfamiliar locations and reference characters we've never seen. Throw in a lot of vaguely defined terms - how about "Transcenders", "Penance", "Isi", "Progenarians" or "Mother" - and it's hard to understand what's going on. Who belongs to what faction, and how are they related?

Besides, I had a hard time parsing the dialogue itself. Although Konjak (who is Swedish) knows English well, he doesn't quite yet master the craft of writing authentic dialogue. Too often I had to read the lines a few times before comprehending them. It's a shame, because the I can sense greatness brewing beneath the surface level. It's just not communicated through its characters.



Enemy encounters are a nuiscance. Early on standard enemies are straightforward enough - just shoot to kill - but they gradually turn into invulnerable beasts the further you play. For each new enemy type you need to learn when to parry, what move to make or what weapon to use. You don't get a lot of clues. Do you need to get in close with the wrench? Or blast it to bits with your gun? What type of ammo is effective? Just take a guess and pray that it works.

The boss fights are also hit-or-miss. My favorite is a late, simple duel where you briefly play as a crippled, sword-wielding man stumbling towards his firm human adversary. It is clean, neat and simple, clearly communicating attack windows and how to avoid incoming blows. As I beat him we were both down to our very last sliver of health. The next hit would be the decisive blow.



But we also get a number of overly complex bosses, cluttered with graphical details that makes it hard to determine what to do and where to go. In some cases the sprites are so big they leave very little room to maneuver. One particularly bad design is against a stealthy, invisible boss. The rules take a while to figure out. Once you do, you can win by repeating the same attack pattern for the long-winded remainder of the fight. It feels added to justify a poorly executed stealth mechanic, that thankfully never returns. 

The controls are slick and, for the most part, well-suited to the intricacies of the level design. You have a good map that often pinpoints where to go. But some weird movement restrictions makes life hard anyway, particularly on the complex Tower level. Robin can crawl through narrow spaces, but once she leaves them she often can't get back inside. It only works if the opening is on ground level or high enough so that she can barely reach it, in which case she grabs on to the ledge, pulls herself up and crawls inside. Anywhere in between, and she can't enter.



I could go on in detail about the broken crafting-and-tweaking mechanics - allegedly implemented on a last-minute whim - that disincentivizes searching for hidden crafting resources. Or how about some of the puzzle solutions hinges on such pixel-perfect jumping and timing, that it's hard to tell whether I'm on the right track. All such complaints mount up to the same problem - everything bugs me in some way.

Iconoclasts has potential, but fulfills very little of it. I adore the 16-bit art style. The world looks inviting thanks to all the details in the lush scenery, the colorful character gallery and the way they move to express themselves. The game delivers personality through style alone, and I sense some substance beneath all that surface. But none of it breaks through the barrage of minor flaws. It never grabs me and pulls me into the story.


The gameplay and story both are too unhinged. It might walk that tightrope of a plot and arrive safely on the other side, but the close calls are way too many. This is not a pleasant ride on its shoulders. It's definitely teetering on the edge of a lower review score. It's saved by getting its narrative together for a strong final act, with some good boss fights and a fine conclusion to the tale. 

But overall - and please forgive me for using another metaphor - it feels like playing a great game in a room full of mosquitoes: No matter how good it is deep inside, everything surrounding it stings and sucks a little.

Comments

Popular posts from this blog

Wing Commander (1990, DOS) Review

ALL YOUR SPACE ARE BELONG TO KILRATHI

Baldur's Gate: Siege of Dragonspear (2016, Windows) Review

NEEDLESS FAN FICTION

Zack Zero (2012, Playstation 3) Review

AVERAGE TO THE MAX

Wolfenstein: The Old Blood (2015, Playstation 4) Review

ONCE MORE INTO THE FRAY

Assassin's Creed: Origins (2017, Playstation 4) Review

MASSIVE TO A FAULT

Assassin's Creed: Syndicate (2015, Playstation 4) Review

THE HIDDEN BLADE OF THE FRANCHISE