Game - Turnon
Platform - Xbox One, PC (gameplay trailer at bottom)
Release Date - June 1st, 2016
Developer/Publisher - Brainy Studio
Platforming games all have their differences. Some are action based, some make you solve puzzles and others are based on timing. One thing they have in common, however, is the fact that they actually have platforms in them. Well, BrainyStudio went one step ahead and eliminated all of their platforms in their new game, TurnOn. Dubbed a "platformer without platforms", Turnon sets us on a unique adventure that is both original and incredibly fun.
TurnOn centers around an alien "spark" that crashes into a local power station after cruising through the atmosphere. The crash not only knocks out the power in the entire city, but also transforms the alien into a rational being called TurnOn who looks like a fireball with a cute, smiling face. And no, this is not an emoji game. Professor Brain, who was working at the power station when TurnOn crash landed, found him and decided to help him out. You see, Professor Brain drives a mini school bus powered by an electric generator, which he uses to carry TurnOn around the city and restore the power district by district.
The gameplay premise in TurnOn is fairly simple. TurnOn is an electric spark, and needs constant electrity to survive. You will maneuver him over power lines, over street lamps, into generators, through homes and more in an attempt to restore power to every part of the city. Your score on each level is based on a system similar to Angry Birds. You will be graded on a scale of one to three lamps, and need to collect a lot of collectibles to get the top score. In each level, lightning bolts are situated all over. Touching each one gives you a single point, while every street lamp or business sign, etc you activate accounts for ten points. You illuminate the lamps as you earn points, and need to light up all three to get the top score for each level.
My favorite feature in TurnOn was the level structure. Most platformers have a single, straight forward path to make your way through. This path is usually obvious and your only obstacle is right in front of you. In TurnOn, BrainyStudio accomplished what hardly any platformers manage to do successfully. Some games let you explore off the beaten path, especially platformers, but this usually results in a dead end with zero progression and a frustrating backtrack to where you left off. In TurnOn, these exploring paths compliment the game's main path as they are all intertwined. You may find yourself sliding into a generator to powerup a hotdog stand sign, only to backtrack to light a few more street lamps, and is that a treehouse? Yep. TurnOn has no "dead ends" when it comes to exploring, and these paths are necessary for those looking to earn the three lamps top score and its achievements. Oh, did I mention there are also 82 achievements in TurnOn? Not bad for a a studio of only 4 people, right?? Yeah, so get exploring. It's worth it. You'll thank me later.
Design is an integral part of a platformer's success as well. With few fringe ongoings in platformer games, it's necessary to make some adjustments so as not to appear "flat". TurnOn does just that and it's remarkable how well it works. The games uses a 2D drawn environment that behaves as 3D. By this, I mean objects in the foreground are drawn bigger and closer to the bottom of the screen, while objects in the background are smaller and near the top of the screen. At certain points, you'll find TurnOn jumping straight up through three or four power lines, with each one in a different part of the background. As you jump up, TurnOn becomes slightly smaller in order to adjust into the background, and vice versa into the foreground. TurnOn didn't have to use this setup. BrainyStudio could have easily opted for a more generic type of navigation. I'm glad they did though, because the reason this setup works so smoothly is because of the game's unique gameplay. No current platformer can use the setup that TurnOn does with the same success, and the game is that much better for it.
There is a saying that goes "Sometimes what isn't said is heard the loudest". Apparently, that's what the story of TurnOn is based on. The game's story is told through visual cues as well as "cut-scenes" which contain only images presented in a flipbook style. The only dialogue in TurnOn is heard when characters cheer "AYYYYY!" when their power comes back on. It's similar in setup to Ubisoft's Valiant Hearts, in that TurnOn uses images along with subtle grunts and sounds to tell the story. Games opting for this type of story need to have exciting gameplay and pretty visuals to keep you immersed due to the lack of audio dialogue. TurnOn's innovative take on platforming gameplay is complimented by its visuals, which allows this type of story to flourish.
TurnOn utilizes an interesting color scheme that changes as you play. Due to the level beginning in darkness (Remember, there is no power), many of the game's objects are darkened or cast in shadow of moonlight. As TurnOn makes its way across power lines, street lamps and homes, electricity is restored and bright colors are splashed onto the screen. Since the power is restored progressively as you go, TurnOn makes it seem as if you are telling a story yourself simply by playing the game. Shading of the game's colors was done quite well. The focal point of all objects use such bright colors, but it's just enough to not overpower you. For example, the word "hotdog" in a hotdog business' sign is lit up bright red, but the edges of the letters and sign are darkened slightly to allow for a blending contrast and enhance their focus. The signs and residential homes light up in a way that allows you to visually complete TurnOn's journey. This made it seem as if I was actually making the game as I played it, and I really appreciated how simply BrainyStudio allowed me to feel immersed in the game. TurnOn is set up in a way that both the visuals along with gameplay setup get out of their own way just enough to let you both play the game while also feeling as if you are creating something tangible in the process.
A few of the levels are "on rails" where TurnOn is perpetually in motion and you only control whether or not to jump. It's a good contrast to the game's main levels and they maintain the same type of graphical setup. In all, there are 31 levels in TurnOn along with the aforementioned 82 achievements. Some are for earning the top score of three lamps on each level, while others are for illuminating certain building in said levels. There aren't any fluff or filler levels in TurnOn, and the entire game is told through a simple yet elegant story which keeps the player immersed not only physically, but emotionally as well due to the feeling of being part of the game itself as mentioned.
Not only as a platformer, but just an extremely enjoyable game in general, TurnOn is definitely a game you should play whether you are a platformer fan or not. It's a well organized game that compliments its genre and, most importantly, is incredibly fun and immersive to play. It is available now on Xbox One and PC, and I definitely recommend giving it shot.