As such, the title focuses on exploration of each intricately detailed environment, rather than a quick dash eastward across the entire stage. Unlike more fleet-footed protagonists, Putty moves at a decidedly deliberate pace. Putty Squad’s controls lack the tautness exhibited by top-tier platformers, but that imperfection is counterbalanced by the game’s design decisions. Like Kirby, he’s no vulnerable pushover, extending a powerful attack in either direction, able to throw napalm canisters and even dropping bombs from a maneuverable hot air balloon. Stretching into a thin strand is another ability, which allows the character to elongate, reaching scaffolding directly above or below the player. Beyond an elevated jump, Putty can also gulp down air, expanding his body into a soaring balloon. Recalling Nintendo’s pink-colored protagonist, the titular Putty is a versatile lead, demonstrating a gratifying selection of abilities. Even more bewildering is publisher Maximum Game’s decision to release the title as thirty-dollar disc-based retail game, instead of offering this undeniably niche title as a discounted downloadable.īut if players can overlook these performance and prices issues, they’ll find that Putty Squad is a moderately enjoyable title capable of engaging platforming aficionados. But the game chooses to keep the 1994 version’s thirty frame-per-second frame rate rather that parade the power of the PS4 with sinuously rendered refresh rate. The game’s visual output admirably safeguards the style of Phil Thorton and Nick Lee’s original designs, while uprezzing the output to a purported 1080p picture. Undoubtedly, Putty Squad’s appearance on the PlayStation 4 is predestined to cause puzzlement for players looking for a game which validates their four-hundred dollar investment. More recently, System 3 has given Putty Squad a high-definition makeover, allowing the once-overlooked curio to be enjoyed by a global audience. Despite the positive feedback, the title was only given a subdued SNES publishing in the U.K., with the original Amiga iteration languishing until the studio made the game available as a free holiday download this past year. Following the completion of coding in 1994, Putty Squad developer System 3 sent review copies to magazines- earning a sizable amount of critical acclaim. Of course, the inaccessibility of a game isn’t a uniquely American dilemma. While passionate game magazine readers may have spotted a screenshot of Codemaster’s Fantastic Dizzy, getting their hands on a copy of the cartridge was often an arduous undertaking. Unfortunately, stateside players were habitually given the shaft. Typically flaunting labyrinthine level designs, meticulous sprite designs, and entrancing soundtracks inspired by the Euro demo scene, the games were often an appealing alternative to the platformers produced by Japan and the U.S. Some of the most remarkable entries hailed from the U.K., where titles such as Core’s Chuck Rock, Vectordean and Millennium Interactive’s James Pond series, Twilight’s Alfred Chicken, and Team 17’s Superfrog enchanted players. Although ‘90’s gaming is often remembered as the decade dominated by Mario and Sonic, the platformer was remarkably pervasive, inspiring developers from all over the globe to create their own interpretation of the genre.
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