Why is Tilt To Live so darn good? September 23, 2010Posted by Cesar in gaming me.
Tags: game review, geometry wars, iphone, Space Combat, tilt to live, video games
The most basic description of the game I can offer is: “It is like Geometry Wars, but you do everything without ever touching the screen”. That’s right: when the game starts, you control your ship only by tilting the iPhone, hence the name. Tilt To Live is not only a great shooter but also a fantastic example of how to make motion controls a perfect fit. You never feel like you died because the controls are flawed; quite the contrary, every difficult dodge is very gratifying.
The game offers multiple modes of play, but none of them is truly innovative, the appeal really is on the controls and the amount of effort put into the main game. Between new weapons and awards, it is easy to spend hours playing this little fella, so much that I found myself going for it even at home, with the FIFA 10 DVD inside the 360 and the Uncharted 2 disk in the PS3. Tilt To Live is that addictive. And this is coming from a guy who played Pacifism to exhaustion in Geometry Wars 2 (and I challenge anyone reading this to beat my 715 million points record).
Isn’t it interesting how this apparently simple game can be so good? I’ve been playing it for a while now, but recently started thinking about that. There are several factors in play. For one, the Geometry Wars formula is not new and very successful. In a self competition way (so it works even without online leaderboards), endless games in which the difficulty is constantly increasing provide a very satisfying search for a new high score. As the game gets harder, the reward for playing only increases, each move harder than the previous one, challenging and honing the player skills at the same time.
Of course that’s not enough, the twist are the motion controls. And, like I already mentioned, they are not a hindrance but very natural. So natural that I dare say in Tilt To Live the controls are transparent, playing is very instinctive (take a look at this post for more on the subject). This takes Tilt To Live to a new height, because making the controls transparent allows players to truly immerse in the game and enjoy it on a different level, which is very rare in such an abstract game.
Of course we cannot forget presentation and attention to detail play a big role in the formula. And the fact that Tilt To Live delivers in that area too contributes even more to increase immersion. The graphics are sleek, the soundtrack is a lot of fun, the gameplay seems to have been tweaked to perfection. Once again, there’s nothing off pitch to detract the player from the experience.
I wonder how far these components alone – transparent controls and a lot of polish – can take a game with a nothing but OK design. I suspect they are not enough to create a classic, but might be enough to ensure the game is not a flunk. However, in this case, it doesn’t matter, because Tilt To Live is just great. Seriously, go buy it.
See you space cowboys…