Twin Breaker: A Sacred Symbols Adventure (PS4, PSV) – A Review


co20e3If you had asked me within the past decade, “Do you think the ‘Brick Breaker’ genre could make a comeback?”  I would have dismissively said, “No.” That being said, I definitely made an err in judgement. “Twin Breaker: A Sacred Symbol Adventure” by Lillymo Games is simultaneously a wonderful throwback to an era in video games long lost to the annals of time as well as clever modernization of the genre for a new era.

First let us rewind the clock a bit— Brick Breakers are at their core a sub-genre of the 1972, arcade (and early home consoles’) classic, “Pong.”  Four-years later, Nolan Bushnell and Steve Bristow, would refine the bat-and-ball premise with “Breakout,” which besides having a ball and paddle incorporated bricks to destroy in order to rack-up a high score.  Many years later a game aptly named, “Brick Breaker,” would truly cement the sub-class’s moniker, however, even with its eponymous name it is still deemed a ‘Breakout Clone.’

“Twin Breaker” takes the history and nostalgia of “Breakout” (and others—like 1986’s Arkanoid) and pays loving homage, while also adding in a lacquer of polish to an otherwise archaic mold.  “Twin Breaker” captures the chirpy, chiptunes that always accompanied older games, the (nearly) everlasting pixel art aesthetic, and the arcadey action of “Breakout.” It does so with ease, but if it were to merely clone an arcade title that has been duplicated so many times before, “Twin Breaker” would have been left wanting.  Instead, it brings the genre into a new decade by adding in modern sensibilities.  

Not only does “Twin Breaker” take a tried-and-true genre and bring it to 2020, but it does so with smashing success.

Colin Moriarty, (one of the developers of “Twin Breaker,” owner/founder of Colin’s Last Stand, and co-host to a plethora of podcasts including “Sacred Symbols”) wrote a fantastic, science-fiction narrative to pair with an already solid title.  It is exploratory in its palaver with the audience as it provides humor with more-serious underpinnings and motifs. Conveyed via splash screens and dialogue bubbles between Colin and Chris (the two protagonists of the game), it dissects a very real possibility of Earth’s place in the universe and how humanity’s interactions with one another could aid or hinder the celestial hierarchy without any of us truly knowing.  

Pretty weighty stuff, eh?  Don’t be too alarmed by the story.  It isn’t unnecessarily filled with jargon or high end philosophical stances; it merely expresses these issues as a framework, while the more tongue-in-cheek humor in the dialogue fleshes out the rest of the story.  That being said, if you wanted to dive headlong into the lore of this universe, there are codexes to unlock that further the player’s understanding of the world that they are experiencing. Playing a Brick Breaker that includes a narrative is rare and perhaps unheard of— The story and dialogue do not feel needlessly tacked onto an already decent ”Breakout” clone.  The story uplifts and fits snugly within the gameplay and vice-a-versa.

In addition to the inclusion of a narrative, “Twin Breaker” also works in innovative gameplay mechanics that keeps the pacing and moment-to-moment action thrilling and incredibly viable.  Every ten levels (in the 40 level campaign) features a unique boss battle, which work masterfully in the game’s pacing of difficulty. Halfway through “Twin Breaker,” two pairs of paddles are introduced, resulting in my favorite line of the game delivered by Colin’s “Sacred Symbol’s” podcast co-host, Chris, “This should make things a little easier.” (F.Y.I. It doesn’t).  However, this gameplay addition provides more difficulty and increases tension, which ultimately applies a nice little twist to the level designs that implement this feature. 

4-Paddles

In addition to the narrative, bosses, and refreshing nature of the game mechanics, this $9.99 digital package also includes several different gameplay modes which include: Marathon, Pong, Random, Shooter, Catcher, and Boss Rush modes.  You can check out how all of these modes function by watching our ASInquisitor Twitch stream VOD, which has been edited and uploaded to YouTube by clicking the link here: Let’s Play – Twin Breakers: A Sacred Symbols Adventure

“Twin Breaker” is a steal at $9.99 on the PlayStation 4 and PlayStation Vita (after all “Sacred Symbols” is in reference to Sony’s famous iconography emblazoned across their controllers), but that ten-dollar purchase will net you both copies because it is a cross-buy transaction.  Now onto the trophies: There are technically two separate trophy lists depending on which copy of the game you play, so even though each individual trophy is identical to its counterpart, you have the opportunity to achieve two platinum trophies. As a PS4 and Vita owner, I found this to be particularly enticing.  Personally, I find the trophy list to be fair, but still challenging. It will take you approximately three-hours to complete the campaign and perhaps 7-to-9 hours in total to achieve that coveted platinum trophy.

I highly recommend “Twin Breaker,” especially if you grew-up with arcades and classic home consoles.  It scratches a particular itch that not a lot of other games can reach. In our first ever review score for ASInquisitor, my lovely “Rage Quit” podcast co-host, Ariel, and I give it 4.5 ‘Polar Bear Paws’ out of 5. 

“Twin Breaker” gleefully harkens back to a golden era of arcades and Ataris with just the right amount of modernity.

Bloodborne – Old Yharnam


I am have not been interested in Dark Souls.  As much as I have tried…the series has never gotten its “hooks” into like it has for so many others.  The medieval mythology and the more-defensive nature of the series never really piqued my interest, which is unusual because the setting and game mechanics seem as-if they would be right up my alley.

To note, I also (in the next room) have the collector’s edition of Demon’s Souls, which is an incredibly similar experience but somehow still cuts its own path and is not quite the same as its successor.  There is a “something” there that differentiates Demon Souls from the Dark Souls trilogy, that I have not quite been able to put my finger on and may warrant further discussion on social media, or perhaps a posting of its own?

I digress.  I may not enjoy what Dark Souls offers, but I do greatly enjoying the fast-paced, frenetic combat of both Bloodborne and its sister companion, Nioh.  I have regularly played both of those titles since they released and always find myself returning to them.  Blatantly, pointing out the difference in the combat mechanics and speed at which they are delivered normally would answer my above inquiry, but–even if it does in part–I still cannot wholly explain why I prefer Bloodborne and Nioh over the Dark Souls trilogy.  Under normal circumstances I would absolutely love a medieval set game and most-likely shy away from a Japanese-inspired setting akin to Nioh.

Like I mentioned, maybe this is a good place to stop and collect myself, and reconvene at a later date to better dissect the differences between these games and seriously get into the root cause.

Without further ado, I give you the ASInquisitor premiere of my ongoing Bloodborne series, while will be featured in rotation on Twitch and YouTube in what will be a long running series only releasing and streamed on the weekends!

 

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