Beatbuddy
by Daavpuke on Jul 14, 2012
"Something passable."
Developer: Threaks
Publisher: Reverb Publishing
Platform(s): PC
Genre: Rhythm
Release Date: TBA
Reverb Publishing recently picked up an indie game called Beatbuddy, which had previously won a mention at the Independent Game Festival. Since the innovative title already had a Steam demo, despite only launching next year, we might as well give it a go before Reverb handles its distribution to digital platforms networks everywhere.
The game pits itself as a pioneer in non-linear rhythm games, seeing as levels are explored like an adventure game with multiple paths, rather than a set side scrolling position. Handdrawn panels and character fill up this maritime scenery, reminiscent of Ecco the Dolphin’s underwater adventures. However, Beatbuddy is a tad more linear than its forgotten progenitor. Yes, the level designs are open in the sense that it’s not mandatory to move in any direction, but the way out is much more limited to one path. Our beat buddy slips through the mazes, blows away rocks in order to get to his next goal and that objective is always just a straightforward puzzle away.
In order to complete this trial, the buddy can use a speed boost to crush obstructing rocks. On the way, there will be little stones and such to collect and small hidden caches with rarer items. Still, the objective is clear along the entire path: Get from point A to point B. The sell is that Beatbuddy sweeps players along a given song and adds to that tune at the player’s whim. Therefore, any song isn’t just a mandatory event to blow through, but rather a creative ensemble of the player’s creation. At least, that’s what Beatbuddy wants us to believe.
The reality of it is that the non-linear sequence is forgettable, nor does it in any way add value to the given track. A base beat gets added instruments or gets stripped back down according to the level section. Yet, interacting with scenery doesn’t require staying in the rhythm and so ultimately it unhinges the cadence into minor cacophony. Luckily, the sound bites cleverly portrayed in popping bubbles or tapping crab legs have soft touches, as to not hinder the player with a wall of sound. Still, as this swing is what the game attempts to achieve, it falls dead short and what results is a simple adventure game with minor musical elements. For instance, where Rayman Origins would push people along its soundtrack to build the tempo through movement, Beatbuddy on the other hand detaches itself from structure, which ultimately is needed in order to fulfill a rhythmical trance.
Beatbuddy doesn’t fail for its inconsistency per se, but rather reverts to an oft used and simplistic tale with limited interest points. Boosting to break rocks or popping bubbles to open a door aren’t exactly a captivating mechanic. Those elements can be found in some form anywhere else, as far as 20 years ago.
Since the main focus of Beatbuddy’s rhythmical ploy is a bust, pursuing a cutesy 2D adventure with hand drawn art won’t be enough in itself to suffice. There are plenty games, such as Aquaria, that offer something similar with equal value. Its lack of any appeal doesn’t detract from Beatbuddy’s simple gameplay, but it also stuffs it way down into mediocrity and no one has ever been entertained by something passable. Here’s hoping the full title pulls out all the stops and tightens its grip on the beat.
Daav Valentaten, NoobFeed. (@Daavpuke)
Editor, NoobFeed
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