Review: Thumper

If you enjoy rhythm games, this is definitely a must-play. Walking away from the final stage filled me with relief that it was done, but I’ve never played a rhythm game that left me introspective like this.

 

Save for its intensity, the art style and sound design are too unique to criticize, as there is little to compare them to. It’s something out of a Tetris effect nightmare, and as it ramps up, it becomes incredibly satisfying to conquer. Everything in the audio/visual experience is intentional communication of mechanics.

 

Brian Gibson talks visual design.

 

Thumper begins with a sense of survival, that is until you realize that you can do so much more than the game initially lets on. Soon you’re finding a balance between surviving, and straight up flexing on the malevolent force that’s screaming at you with bass and synths.

 

The end game is what really drew me in. “Drew me in” is an understatement. If I lost focus for even a moment, the entire thing would go flying off the rails into an explosive death. This game’s second half requires unbroken focus like nothing I’ve ever experienced.

 

Attached vid is not me.

 

I would have to catch my breath after every level. Sometimes winded and sweating from the intensity. My perception of other games was slowed to a crawl as my brain had become acclimated to the break-neck speeds and reaction times that Thumper demanded of me.

 

Simply watching the game does not do it justice. This is something straight out of The Lawnmower Man, in a way that can only be understood by playing it. It sometimes felt impossible. I recommend this to anyone who thinks they can react to a mixup.

 

Marc Flury talks development.

 

Thumper is easily 10/10 for me.

Leave a Reply

Your email address will not be published. Required fields are marked *