The lights are on
Press Play is best known for its puzzle/platformers Max and
the Magic Marker and Max: The Curse of Brotherhood, but the studio is letting
Max take a breather to experiment with its latest platformer, Project Totem. We
had hands-on time with Project Totem at GDC and got a glimpse into how it will
test our focus and twitch skills.
Project Totem started out as just a creative outlet for
brothers Asger and Bo Strandby while they were working on Max: The Curse of
Brotherhood. The two were having fun with the small prototype and so they
decided show it off at a party, just to see people's thoughts and reactions. As
soon as others saw it, they wanted to see more and as Asger and Bo continued work on the game, they realized it needed to be their next project.
Your goal is simple: A totem pole has been destroyed and you
must put all the pieces back together by visiting three different worlds,
complete with both single-player and local co-op campaigns. Project Totem takes
inspiration from classic platformers, but lets you control two totems at once
with a single input. That means if one totem jumps, they both do, and the same
goes for any other movement.
In our hands-on time, the levels progressed quickly, first
testing our reflexes, then adding gravity and ice obstacles to the equation.
One thing remained consistent: Levels challenge your ability to stay focused
and react quickly. During each level, color barriers exist, and you must match
the totem color to them. For instance, you can't go through any green areas
with a purple totem and vice versa. With a tap of a button, you can swap your
totems positions on the top and bottom platforms.
At first you're merely shifting the totems around, but it
quickly becomes a frantic mind game. The speed escalates, giving your brain
mere moments to make the right swap as you track both totems as the colors
change. In one level, both totems were
dropped down a sea of alternating colors. I tripped up more than once; it's
easy to get distracted when you have two different totems and colors changing
at different intervals. Plus, it's easy to swap so fast that you miscalculate
your next move due to the frenzy.
Enemies and collectibles also litter the map. You can't jump
on enemies Mario-style and must instead avoid making contact with them. Also,
the collector in you will find it hard to resist bigger challenges to grab all
the aqua pickups. The amount of pickups you collect and your death count
determine how flashy your totem will be. For instance, objects like sunglasses
and wings are awarded for higher scores.
Navigating the campaign by yourself isn't the only option;
there's also a unique co-op campaign. Because you must coordinate your actions
with another player, Press Play opted for couch co-op. The experience is
somewhat different from playing solo, because you're not responsible for both
totems. However, it still adheres to the same rules: Matching the right colors
with the totems is still required. A lot of the puzzles I encountered required
me to time my jumps with my partner to succeed and using my partner as a height
boost to reach ledges and items.
Project Totem kept me engaged during my hands-on time; the
way it challenged me to get past some of the color barriers made me determined
to get to the end of the levels. Additionally, playing in front of a group is
bound to get laughs and cheers as you try to keep your focus through tough
obstacles. Trust me: Trying to make a hard jump or make sure you're landing
your totems on the right color is hard enough, but then you get a new element
like ice and things get even trickier.
Project Totem is
coming to both Xbox One and 360. Press Play is targeting fall for launch.
Email the author Kimberley Wallace, or follow on Twitter, and Game Informer.
This sounds like a cool concept, and it's got couch co op. I'm keeping this on my radar.
Color me intrigued.