The Eyes Burn So Well
Sometimes you just have to look at what you’re doing and say “Fuck it, this is going to be great, and there’s no sense in sugarcoating anything about it.” Go for broke and let the people that matter understand what it is, and love it, and to hell with everyone else. The thing that could have gone most wrong with this game would have been to give it a nice, soulless, commercial name, like “3D Ultra Minigolf” or “Marble Blast Ultra” (”Ultra” is the go-to Redeemer Of Crummy Names Word these days. Let’s hope no one notices.)
Happily, War Twat makes no pretension toward mass appeal, and is better for it (although there is a kid-friendly version called “War Bus”, but that is not the game I’m reviewing and detracts from my point, so I will maintain the Internet standard of ignoring contradictory evidence, and press on.)
I am a huge fan of “psychedelic overload” games, from Jeff Minter’s Space Giraffe all the way back to Eugene Jarvis’ example of how to continue to enjoy the single life even if you’ve broken your right hand, the great and wonderful Robotron. Pretty much any game in this genre owes Robotron, though at the time it’s doubtful anyone knew they were birthing a sub-genre of what many people would one day call art. In the early days of Xbox Live Arcade, Robotron was ported over to the new system. Hey, the controllers already had two sticks on them, and there wasn’t much to play on the system anyway, since the vast majority of launch titles were forgettable sports and racing games. So… Hexic, anyone? Didn’t think so.
After about 3.4 seconds of the Robotron port, everyone realized that they were playing a 26 year old game and all the visuals and sounds were exactly as they were 26 years ago. The two ironies being that (1) usually the game mechanics tend to repeat year after year while the audiovisual assets ratchet endlessly and (2) if you’re of the opinion that 6-pass specular mapping has little impact on your ability to blast robots, Robotron’s presentation holds up really well to this day. But these were lost ironies, like Indiana Jones might raid, and so everyone decided they were going to do a Robotron clone and turn on all the special effects the 360 could give them. Which was a lot, as Minter himself discovered. Never before has so much bloom been used by so many for so little reason.
All that said, here’s the thing: War Twat out-skronks pretty much any of those other games. By about a zillion times. And it does it without bloom. I think. Because I haven’t made it more than a minute in without dying. Yet. Years of conditioning on internet forums have me knee-jerking that, even at a cost of zero dollars, a game less than ten hours long can never hope to be more than “okay,” and even then grudgingly so. And years of conditioning by actually playing games has taught me that developers always save their coolest tricks for hours 12-16 of the narrative–when you’re actually buff enough to do some real damage, but without (yet) having to (quickload) every (minute) or so because (the) difficulty level hockey-sticks (in) (preparation) for the (utterly unfair) end-boss fight. [By the way, developers, that very un-fun boss fight is the last thing your most loyal customers will remember about your game... because everyone else already ragequit hours ago. Possibly weeks ago, if you're a JRPG developer. My point being: let's do our best to make it less bad, hm?]
So yeah, I dunno if the author coded in the bloom starting at Wave 73, just to keep things interesting as your feet go numb and the trickle of blood starts to run from your nose. I just know I want to play wave 73, because those damned re-re-re-recycled Street Fighter II sprites were still fun no matter how blocky they got relative to their peers, and War Twat takes this one step further by having crazily pixelated sprites that grow to 50 times their size, and that is so cool looking, and all the crazy colors and sounds look like the acid trips I never took because I didn’t hang out with the drug kids in school, because I had my Commodore 64 and Archon, and how can drugs compare to that?
In closing: This game is a haad-caw-matha-facka that immolates your soul because you secretly kind of liked Peggle (and don’t think we don’t know, boyo.) This game is the glue-sniffing-induced head-on collision between Venetian Snares and Melt-Banana, which will wreck you, and you will be glad it did.












