-REVIEW: Demolition, Inc.-
a puzzley kaboom
a puzzley kaboom
Demolition, Inc
Developer: Zero Scale Development
Release: $9.99 (PC, Steam)
Aliens care more about this planet than you do! Also, they
care more about this planet than they do you
The world is ending. We all know it. And not because some
arbitrary timeline is ending or some radicalist movement’s vengeful god is
coming to venge himself upon his believers (and everyone else). The world is
ending because omnipotent, tree-loving aliens have decided that we, the
apparent (and oblivious) stewards of this little green planet, are failing miserably
at our job. And the form of omnipotence that this tree-hugging world-destroying
alien coalition of aliens wields is this: unlimited amounts of money.
And they have decided to pay Mike the Demolition guy to wipe us all out.
Okay, so, maybe you pay a little of it back once in awhile. |
Demolition, Inc. puts you in the genericized slug-alien
boots of Mike the Demolition guy and tasks you with leveling even more
genericized urban areas so that they can be spontaneously repopulated by trees
and shrubbery. Mike pilots the standard telekinetic UFO, but it curiously lacks
the standard human-sucking element. It’s likely that this particular feature
was left out of his model because of the other option installed on this particular model: the ability to cause mass
amounts of indirect destruction. Mike shoots oil clouds, slippery goo piles,
exploding cows, and even earthquake-inducing (and aptly named) “earthquake
bombs” in his efforts to destroy earthly overpopulated urbanity.
What they don't tell you is that Debris IS Coins in alienspeak. They also love redundancy. |
It all sounds great (and looks great too), but there are
some little hiccups that bothered me and in turn will likely bother you if you
decide to purchase this quirky little title. Firstly, UI navigation is rather
bland (which is far from a negative in itself) and indistinct. This translates
into a possibly dichotomizing feature where the screen is relatively
uncluttered, but also devoid of information, whilst upon entering into the item
select menu the entire game pauses and provides you with a wealth of information
(which you will never need again once you’ve discovered what the items do).
This may very well be the Army arriving too. |
Furthermore: the “Campaign” level design forces a decidedly
unnecessary puzzley feel upon a game that would be much better served with a
more frenetic and chaotic pace. This unfortunate design decision is amplified
by the fact that your first move to mayhem triggers an inescapable, inevitable,
immutable countdown timer to when the “army” arrives (which in fact never
arrives, unless the army is a giant block of letters which spells “MISSION
FAILED”), which makes all of your destruction decisions that much more crucial,
since you’re always given a limited amount of tools with which to complete the
level. Now, these problems aren’t terrible largely because there’s the awesome “Rampage”
mode which lifts all of these arbitrary embargos thereby unleashing the game’s
true potential. But, this is again (unfortunately) balanced out by the fact
that you have to slog your way through the Campaign to unlock the items for use in
Rampage.
The camera is zoomable, but you wouldn't know it from these shots. I'm a terrible reviewer. |
This characteristic see-sawing of clever features vs. poor design
decisions plagues nearly all indie releases, but in Demolition, Inc.’s case,
the see is a bit more saw, and thus a bit more worth your time than the average
game. There was one game-stopping bug I encountered, but the speed of loading
and the ease of menu navigation made it negligible (and rather easy to be
good-humored about it). I say if you’re looking for a quick diversion from the more
serious, committal games that now populate the indie market, Demolition Inc. is
certainly worth one.