Review

Aaru's Awakening Review

  • First Released Feb 23, 2015
    released
  • PC

Deadly beauty.

Some say that there is no such thing as love at first sight--that initial attraction and infatuation appeal only to our aesthetic pleasures, and that true love only rises when passion no longer clouds our judgment. Romantics and idealists may dismiss the notion, but the deep-rooted frustrations of Aaru's Awakening may drive them to reconsider their sentiment. This unusual game craves your affection, each of its radiant hand-drawn environments singing love songs until you're entranced. You may initially fall for this superficial beauty, but the game soon reveals its true form as a vindictive suitor, grossly untrustworthy in its controls and devoid of the fundamental assets of any good platformer. I am sorry, Aaru's Awakening, but I must cut this relationship short, and I am afraid it's not me: it's you.

I offer no insight into Aaru Awakening's actual development process, but it's easy to assume that visuals were prized over all other elements. Even the hub from which you access the game's levels is ravishing. It exquisitely represents the passage of time from dawn to night, each quadrant of a central orb depicting an abstract landscape that looks drawn by colored pencil. Within the side-scrolling stages, cross-hatching and asymmetrical markings provide texture and depth, while moving elements like lava floes and falling rocks are drawn frame by frame. It is through these techniques that Aaru's world comes to life underneath its unnatural magenta skies.

What a phenemonal-looking boss. What a tedious level.
What a phenemonal-looking boss. What a tedious level.

The playable hero is Dawn's champion Aaru, a bearlike creature with a mane that stretches from head to tail, and he, too, moves with a charming hand-drawn inelegance that befits his illustrated world. Alas, the gracelessness of movement that makes Aaru initially joyous to watch in action becomes the game's most prominent failing. When a platformer requires finesse and quick response, as Aaru's Awakening frequently does, fluid animations and controls are vital. Aaru is anything but fluid, however, changing positions mid-air with all the precision of a sloth that has been dropped from a fourth-floor window. Aaru would be a delightful hero in a meandering adventure, but Super Meat Boy he is most certainly not.

As if to make up for his lack of leaping prowess, Aaru can rush ahead in a single whoosh, and can also propel an orb from his body that he can teleport to--and it is around these two mechanics that most of Aaru's Awakening's maddening puzzles are formulated. Navigating the game's spaces is a trial in and of itself, due to a wholesale absence of genre basics--the kind of basics we take for granted in the best platformers because of their ubiquity and necessity. We expect to be able to quickly identify what objects are collidable and which are background art, for instance, particularly when we need to make snap mid-air decisions. Here, the foreground and background blend with the gameplay layer. Is that branch sticking outwards a platform, or just a visual detail? Will I pass in front of that barrier, or will I collide? That Aaru's Awakening requires you to even ask such a question rather than for you to immediately know is a colossal problem.

The writing is lovely, but the narrator slurs her words in odd ways.
The writing is lovely, but the narrator slurs her words in odd ways.

Without the fundamentals in place, any cleverness apparent in Aaru's Awakening's platforming challenges dissipate. What the challenges may even be is often a secret until you are dropping from a great height when the platform beneath you crumbles, or when a ramp has propelled you forward. You may not be able to tell whether you will fall to safety, or impale yourself on a bed of spiked rocks, until gravity makes the decision for you and the spikes rise into view, too late for you to do anything but succumb to death. Now you know for the next time--but when you bear the burden of this game's inconsistent movement and clumsy animations, it's difficult to build enthusiasm for a next time. And that's an issue: Aaru's Awakening is, by design, a trial-and-error platformer in which you shave off as many seconds from your completion time as possible. Your reward for success is the chance to show off your skill on the game's online leaderboards. I might have enjoyed chasing the competition had the challenge been to overcome tricky puzzles and perform perilous leaps, rather than to wrestle with my controller.

Putting down the controller is an option, though it's natural to reach for a gamepad when playing a platformer. Aaru's Awakening's controller support is not ideal, however, assigning the default jump move to an analog stick rather than a button. You must also activate the controller in the menus before you can use it, and should you unplug it during play, the game may stop responding to any input, even if you plug the controller back in. Regardless of your control method, the maddening levels may drive you to smash your hardware. The Dusk boss fight, for instance, requires that you rush across a series of platforms, some of which crumble, and some of which drop and then rise towards the spiked ceiling. You must teleport into the globes that float in this stage as well as avoid the poisonous river that waits for you at the bottom of the screen. Aaru's awkwardness turns what might have been an exciting sequence into a mess, during which you must perfectly execute your dashes and perfectly aim your teleport orbs at the proper angle within unimaginably narrow time gaps. There's no fun in the trying, and thus no fun in the succeeding.

Those are the kinds of goo-falls that don't hurt you.
Those are the kinds of goo-falls that don't hurt you.

Yet Aaru's Awakening hints at fun. You fire your teleport orb past a beam of scorching light, teleport again by angling your orb into a thin, winding passage, and an arcing ramp flings you into the sky. What a rush this moment is--a rush then halted when you land in the pool of lava that didn't appear until you were six inches above it. You destroy a hideous colossal housefly by teleporting inside of it--what a fantastic idea!--only to drown moments later because you must blindly teleport, not knowing what you might find until you've closed the deal. Aaru's Awakening is a dreamy display of artistic imagination that yanks you back to waking life with every awkward leap and every ill-conceived level.

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The Good

  • Absolutely gorgeous illustrated style
  • Teleporting mechanic had potential

The Bad

  • Gameplay objects blend into the backgrounds
  • Far too many blind leaps
  • Poor controls and erratic animations don't suit the score-chasing structure

About the Author

Kevin VanOrd is currently playing Rayman Legends, whose fluid gameplay provides a sharp contrast to Aaru's Awakening's clumsiness. He played Aaru's Awakening for about five hours, two of which were spent trying to finish the game's third boss.
20 Comments  RefreshSorted By 
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EveNarlieth

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As can be seen by my earlier comment in this post, I decided to give the game a second go because I really liked the dev's (<< LINK REMOVED >>) response to the article's criticism. And I am SO glad that I did.


The controls in the PS4 are fine, and I noticed from the update post on the steam page (Update 2) that this might have something to do with the tweaks they made. I really enjoyed the teleporting mechanism and the boss fights are very captivating. Defeating a boss is very rewarding, and it always made me come back for more.


The review mentions the fact that you don't know what's coming up (and then you die) as a flaw. I think if you understand that the game expects you to die all the time and that this is part of the idea, than it's fine. I knew I'd die 10 times between checkpoints, but this didn't stop me from enjoying the experience. It's like a platformer Dark Souls.


I agree with << LINK REMOVED >> that the final boss was exceptionally hard (and possibly obtuse) and it took me 24 minutes to kill him. But something unexpected happened when I beat the game: I decided to 100% it. I'm 2 stages (including the final boss) from accomplishing this, and I'm very proud of myself.


Believe me when I say I'm a mediocre gamer at best (skill wise, not interest wise), but in my second playthrough I managed to kill the Night boss in 3 minutes (gold time is 6 I think). This was a result of REALLY understanding the controls, and having gone through the learning curve in my 1st playthrough. I can now say I think this game is a masterpiece, and it is in my list of favourite indies. I know this sounds like an exaggeration, but it isn't. And I'm surprised myself that I changed my mind about it so much.


TL:DR: Give Aaru's awakening a second go; play it knowing that it's suppose to be hard, but that you WILL master the controls the more you play.

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electronic_eye

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I for one am really enjoying this game. While different and taking a little time to get use to, the controls work just fine for me.

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zawardo

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I got the game in April's igc and finished it yesterday.

Since i loved the feedback of the developer (it's really the right way to do it, every indie developer should act like you) i also want to share my impressions.

The game is hard, sometimes not even fair, but i liked it overally. The graphic is ok and i didn't have troubles between background and foreground.

The only thing i found really annoying was the final boss, i think it's not entertaining: re-entering into the warps every time you die is a design flaw.

Considering i didn't pay specifically for this game (i pay PSN plus) i would give it 6 (it would be a bit more without the annoying final boss). I suggest everyone who got the game in igc to give it a chance, at least play it to the first boss.

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megablast16

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It's a PS+ title for April. although after reading this review it doesn't sound like particularly good news.

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aiat_gamer

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I played the game a bit, I have to agree controls are not the best. They feel floaty and there is just too much you have to pay attention to. One thing that bugged me the most was how the tutorials were not changed for the controller and showed only keyboard keys! Really?

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leikeylosh

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Meanwhile, watch out for Afterfall Reconquest. Serious score 1 contender!

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majere613

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I'm a bit confused about the section regarding the controller: "Putting down the controller is an option, though it's natural to reach for a gamepad when playing a platformer." As opposed to what? Is there some other way to control the game?

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xantufrog

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xantufrog  Moderator

@majere613: it's a PC game, so... yes? :-P

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LumenoxGames

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Sorry to see you didn't enjoy the game. We made it hard because we wanted to make an old school experience with 70's inspired art. We understand that it didn't appeal to you and we respect that. We however hope that a majority of hardcore gamers will rise to the challenge!

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EveNarlieth

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@lumenoxgames: Great comment :). I caved into frustrationg after 3 or 4 levels, but this has given me renewed energy to try again. I'm glad the difficulty was a concious decision, it changes the picture I think

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naryanrobinson

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@lumenoxgames: The difficulty doesn't seem to be the reason he doesn't like the game.

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LumenoxGames

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@naryanrobinson@lumenoxgames: I might be wrong. It does however seem that he never got hang of the mechanics of charging and teleporting in the fast-paced environment. A lot of the things that he didn't like are solved with charging through the air - but it takes fast thinking. It is difficult, but we feel it is very rewarding as well. Each to his own though and every opinion should be respected. We'll have to read more feedback from reviewers and gamers alike to see what we got wrong and what we got right.

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Calikidd86

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@lumenoxgames@naryanrobinson: Haven't signed in to GS in forever. Signed in just to say that I really appreciate your humble response to this review, and I'll be picking this game up just because of that.

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GarGx1

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@lumenoxgames: There's a certain developer who may or may not have released a certain AAA game, made to be more of a movie than a game, who stands to learn an awful lot from your level headed reaction to this review.


Well done

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Warriors30

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@lumenoxgames@naryanrobinson: Good attitude. I really like the art style of your game, it looks beautiful. Best of luck for your future projects.

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majere613

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@lumenoxgames@naryanrobinson: I'd have thought not being able to see what objects have collision and which ones don't was a pretty serious issue.

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timthegem

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You are the Dean Koontz of reviewers.

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breathnac

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@timthegem: how about Citizen Kane.

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RabbiSchmuley

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@timthegem: that means pedestrian? perennial? piece of isht? mediocre?

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