*=Video
^=Music
All Caps=Recommended
Hover mouse over screenshots for commentary.
September 2014
The developer's logo. | Your character running in a sea of nothingness. | Jumping from a platform. |
---|---|---|
Some platforms will be labeled to give you a hint as to how they function. For example, "Y=" probably means it is impacted if your character moves up or down. | ||
You have to figure out who to get these two platforms organized in such a way so that you can get over the gap and move on. | ||
The world usually falls apart at the end of a level. | How can I get up to that platform on the right? | |
I was able to get my character up high, but not before another pillar closed up the opening! | ||
Sometimes there are "enemies" to avoid, like the things on these platforms. | You can shoot little dots by choosing the angle and then tapping the back of the Vita. It's a mechanic that doesn't work very well. | |
This puzzle is tough as it requires you to time your bullet's just right. | ||
It took all of my brain power, but I was able to orchestrate this stair case. | I shot bullet's while running down this hill. | |
These platforms raise and lower depending on what color you are looking at in real life (well, what color the Vita's rear camera sees). | At the end of each level you can pick between two doors and see how many people chose the same door. So why are there three parts to the pie chart? | |
Ahh! The third dimension! |
Metrico
Metrico is mostly a puzzle game, but has some platforming elements as well. The twist is that the platforms are manipulated by various metrics, such as how many times you've jumped or even what colors are in the real-world room!
The puzzles start out fairly simple and of course get progressively more difficult. For example, perhaps you can't reach a ledge but the platform you're standing on rises based on the number of times you've jumped. Ergo, if you keep jumping then the platform you're on will rise and you can then reach the ledge. More complex puzzles might require you to shoot an enemy with precise timing before purposely dying and then moving only a certain distance without jumping.
The game is not terribly long which is probably for the best because the puzzles start to become quite brain-busting. Towards the end the skill and puzzle solving required to advance began to get a bit too much for me, though I did feel good about myself when I finally got passed them.
The art style of the game is pretty cool, with the designers opting for a simplified, streamlined look that matches the games analytic motif.
There were some things about the game that just about drove me crazy, however. The main problem was that at one point you gain the ability to shoot little dots. You do this by selecting the angle of your shot by sliding your finger up and down the front touch screen, and then tapping the rear touch pad to shoot. At times you need to perform this contortion while holding the Vita both sideways and tilted down or up. If you can imagine holding your Vita in such an awkward way and then being required to shoot at precisely timed targets . . . you might get an idea of why the game can get frustrating. I thought it was novel to try to use all of the Vita's controls, but it was just too much. Some of the later puzzles also require you to find a blue, yellow, or red object and point the Vita's rear camera at it. Again, a novel idea but pretty tedious in a platform puzzler. What if there's no red in the room? I have to go to another room to keep playing? C'mon. Why?
Overall, I'm glad I played Metrico and hope the developers can iron out these issues for similar content, because in general the ideas were great!