![]() ![]() I would have liked it, though, if there was still a little bit of storytelling in the Classic mode. I played through the Classic mode, which allowed me to play stages one after another, rather than watching any cutscenes. This is a brilliant choice made by the developers, as I honestly don't enjoy fleshed out stories in platformers. These modes have identical gameplay, with the story only being told in the Adventure mode. Upon starting a new game, the player is given the option to play in 'Adventure Mode' or 'Classic Mode'. The bosses were wonderfully designed, but even these sections are let down by some frustrating and unfair anomalies. Rather than focusing on speed, Freedom Planet has a focus on combat, ultimately slowing the pace of the game. The enemies are tedious to fight, and there isn't much of an award for taking the time to defeat them. This makes boss fights the only haven of interesting and varied combat. On one hand, this makes the game less frustrating, but on the other hand, it makes the life system feel tacked-on and antiquated.Ĭombat takes such a large role in Freedom Planet that the developers describe it as an 'action platformer'. Choosing to continue just sent me back to the last checkpoint, just like losing another life. However, every time I did lose all my lives, there was never a consequence. If you run out of lives, you get a game over, and the player chooses whether they'd like to continue. In the classic 2D platformer style, Freedom Planet has a lives system. There was one occasion where I spent over 30 minutes playing one stage. ![]() Because of this, I felt like every stage I played could have been split into two, rather than being squeezed into one. Roughly halfway through each stage, you fight a mini-boss, with the main boss coming at the end of the level. This was a problem for me, as I prefer my 2D platformers to have short bursts of gameplay, rather than long, dedicated sessions. Stages in Freedom Planet are far longer than you'd find in a 2D Sonic game. She can also fly for a short period of time, just like a certain two-tailed fox. Finally, Milla, the only unlockable character, can pick up bombs, conjure up damaging cubes, and generate a shield. Carol, who is also playable from the start can wall-jump, as well as ride a motorcycle on occasion. Lilac, the standard character, has a diverse move-set, featuring a cyclone-like spin attack and a thrilling boost which allows you to speed through the air, making you temporarily invincible. There are three characters in the game, each with their own unique move-set. The physics are incredibly familiar, and levels are full of the classic loop-de-loops reminiscent of Green Hill Zone. Gameplayįreedom Planet has its roots in Sonic the Hedgehog. This combination of factors makes Freedom Planet more unique than you may think. The game also has a bigger focus on combat than its peers. Instead, it feels more closely related to Sonic CD, with a focus on exploration and level design. Despite this association, I didn't find myself enjoying myself in the same way that I enjoy Sonic titles. You see, Freedom Planet doesn't focus as much on speed as, for example, Sonic Mania. A copy of the game was provided by the publishers.įreedom Planet is perhaps best known for its origins as a Sonic the Hedgehog fan-game. ![]()
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