Ever since Cave Story and Mega Man 9 jumpstarted the retro-revival spectacle in gaming at the mid-2000’s, most names are established that call back to retro consoles from the 8 and 16 Bit eras. Kickstarter has also been home to many of these games, using one of its most important victories being 2014’s Shovel Knight.
When Pixwerk brought Tower 57 to Kickstarter at 2015, they planned to cover tribute to overshadowed top-down shooter Amiga classics like Alien Breed and The Chaos Engine, and after enjoying with the final item, I can say they were effective at that.
Tower 57 can be rather rough round the edges, since it’s brief, still contains a few glitches and bugs to varying degrees of hassle, and isn’t as fun to perform in single-player.
The gist of things is that the planet is populated by colossal towers which are hundreds of tales tall and home their own cities, factories, and nearly anything else you can think off (such as dinosaurs). At the start of the game, players appear at the titular Tower 57 with almost no memory of where they came out, outside of the fact that they are agents of __ and so are working to a thing known as Mother to purify the tower of its own corrupt leaders.
The story isn’t anything spectacular, however, the game takes place in an intriguing enough universe and has arousing enough lore, so the whole experience doesn’t feel unworthy. Tower 57 concerns about its story just as much as it has to to keep the action moving, and attempts to put in the effort where it counts for games of the style: graphics and gameplay.
From the neon-soaked hub of Amor’s Den into sewers and dinosaur stuffed science labs, so the game does a pretty great job of remaining faithful to the screenplay it’s inspired while also understanding each area of the tower visually with detailed NPC’s, enemies, along with objects. Since you can see in the gif previously, the game’s surroundings flow tremendously well and for the large part, therefore the developers could make each area of the game look and feel as distinctive as you can.
Tower 57’s surroundings can also be highly destructible, or so the world does seem to look impacted by the bevy of bullets and distinctive abilities you unleash onto it. I did encounter several little visual glitches when the game was hoping to exhibit 2 floors of a building in exactly the identical time, but the game looks excellent otherwise I can overlook that minute problem. If you’re a massive fan of pixel artwork, Tower 57 is a remarkable looking title worth checking out.
The gameplay, while entertaining for the majority of does have obvious defects in a few areas. At the start of the game, players can opt to create a group of three from six different heroes. These all differ tremendously, from a tommy-gun wielding mafia Don to Abraham Lincoln lookalike with a flamethrower. Every character has their distinctive weapon, an elastic sub-weapon, and a distinctive screen-clearing unique ability. I discovered each part in Tower 57 fun to work with, so players need to have a good time regardless of what their staff composure is.
While this may eliminate a little bit of reply ability, it still rewards several playthroughs so players may find all of the game’s secrets. Degrees can be large and maze-like, however a simple to utilize the map along with the lack of procedural generation means players will probably always know where they are and wherever they need to go. The game can be quite hard, especially when playing, but these above items prevented it from ever getting exceptionally tricky.
As player fight their way through every level’s enemies and bosses, it’s possible for players to lose a limb. Should this happen, players should either switch the style they are playing or locate a system to animate said limb. Players may also update other body components at these machines to get things like more aid. Players can even upgrade weapons to make them even more powerful and by health and ammo refills at certain places.
If a lot of these player’s three characters dies, players might need to revive them with the orb, which can be found hidden in the game’s surroundings or bought for a lot of money in a vendor from the game’s hub world Amor’s Den, which is also home to a variety of unique stores for players to shell out money at and gaming minigames for players to make money with. Unfortunately, this engaging sounding arrangement doesn’t operate as well in implementation in single-player.
Quite a few of the game’therefore mechanics, such as the limb shedding mechanic, are created better in multiplayer. Players can see all six characters in action when playing, take characters round and defeat bosses easier and faster when playing a buddy. This ends up making the game feeling somewhat unfulfilling when playing in single-player, although it seems like the game is denying that it can be equally pleasurable as the two.
Additionally, I ran into some noticeable glitches in my time with Tower 57. I’d occasionally get trapped in an item in the surroundings or get trapped in an unbeatable situation because of my character’s place at specific checkpoints, causing me to need to reload before conserves. The game is quite short too, and should only take players about 3-6 hours based on difficulty and knowledge of the degree. Though the game’s low cost does make up for this somewhat, I was left wanting more to do, which is really a celebrated sword for Tower 57.
If you’re a fan of pixel artwork or Amiga-style twin-stick shooters, then you will most likely have a nice time with Tower 57, especially if you’re playing with a buddy. Unfortunately, if you’re playing in single-player, the name’s flaws become a lot more noticeable and annoying, leaving me helplessly desiring. In the event the game was polished up a little more and made its way into a co-op friendly console like the Nintendo Switch, I could recommend it, but because it stands, Tower 57 is most appropriate for those I mentioned above.