Review

Astro Bot Review - Fly Me To The Moon

  • First Released Sep 6, 2024
    released
  • PS5
Mark Delaney on Google+

Team Asobi cements itself as an essential PlayStation studio with an imaginative platformer for the ages.

For multiple console life cycles, PlayStation has fostered a brand built on gritty anti-heroes, fantastical worlds at conflict with themselves, and a trope colloquially referred to as "sad dads." I like most of those games and find the praise they receive in many cases to be well-earned, but Astro Bot is a reminder of another side to the PlayStation DNA. Not only does it feel like a revitalization of an important part of the brand, but it also feels like a spotlight shifting to a character who has been lurking in the background, previously unable to see over the hulking Kratos, the war-ready Aloy, or the tortured Joel. Team Asobi's Astro Bot quickly, consistently, and joyously launches its titular hero into the pantheon of all-time greats, both in its first-party family and genre, with a platformer whose incredible ambition is matched by its brilliant execution.

Stranded in space following an attack from a googly-eyed alien, Astro's mission is to repair their ship and rescue all 300 pals scattered across five main clusters of planets, each composed of individual levels. Naturally, the story is not the focus here, and yet I was so immersed in the 15-hour game that I beat it in two long sittings. It may be 2024's most immersive game, and it achieves that without a line of dialogue. Instead, each level tells a story, clear as day, about where you ought to go next and what you should do there.

There is both depth and breadth to most levels, and frequent checkpoints mean you'll rarely be punished for exploration or missing a jump. Levels take only five to 10 minutes in most cases, but are overflowing with personality. Robot animals climb trees along the periphery or jump out of the ocean far beneath the levitating worlds you explore. Everything constantly moves around you, imbuing every level with life beyond the scraps you'll engage in with the game's enemies. Each level's theme is brought to life with aesthetic assets and design ideas that strengthen their themes. During a Japan-themed level in which Astro can soak up water to become something like a giant squishy kaiju, you'll simply plow over enemies the robot would otherwise need to be wary of, topple bamboo walls as the ground shakes around you, and soak in hot springs, all while string music evokes the country's signature sounds.

In another that sees Astro shrink to the size of a mouse, the miniature world reveals new woodsy and backyard-like scenery that regular-sized Astro couldn't reach. Because of the game's Smash Bros-like manner of bringing in dozens of familiar faces, some levels purposely evoke multiple games at once, like a desert level that is titled like and starts off like a Prince of Persia reference before ultimately ending with an ascent to a glorious mountaintop a la Journey. Some levels even drastically change the art style, as seen in a series of voxel-art levels I was glad to discover each time, or some others I dare not spoil.

Numerous dazzling aesthetics in Astro Bot are somehow only used once or very little, like a casino level with bright multicolored lights and betting chips floating through the sky, or a level meant to look like a child-friendly haunted graveyard and nearby castle, which is among my favorites in the whole game but--again--somehow is featured just once. These assets surely take many human hours to make, and again, Astro Bot presents them with the confidence to wordlessly suggest, "Yeah, we know these rule, but look what else we have for you," before the next level wipes the slate and starts anew with yet another never-before-seen aesthetic. I haven't seen a platformer marathon through so many varied, whimsical, and blatantly cool ideas like this before.

Each level tells a captivating visual story.
Each level tells a captivating visual story.

My favorite aspect of the game is how it seems to read my mind. Every time I'd divert off the main path in search of a secret or reward, I would find one. Team Asobi understands its level-design concepts so well that it can reliably predict where and when players will get sidetracked, and it ensures there's always something waiting there for them, like a surprise gift in the mail whose sender can't wait to learn it's arrived. "Can I climb this crane?" I'd wonder to myself. Yes, I can, and for scaling it to the very top I'd find coins to spend on cosmetics. "What if I peek over this ledge?" There's a hidden cave below, hiding another puzzle piece used to open shops in the game's hub world. Whenever I'd wonder if my intuition was leading me to something valuable, I'd find I was right.

In tandem with expert level design are the game's diverse and exciting mechanics. At the start of nearly every level, Astro jumps into a suit or straps on a backpack of some kind that gives them a new ability. In one level, it's spring-powered boxing gloves resembling cartoon frogs. In another, it's a robo-dog that gives the bipedal bot a wall-smashing rocket boost, or in another, a time-freezing tool that allows Astro to scale otherwise impossibly fast-moving sections. Across the game's dozens of levels, you'll see many abilities like these, and in nearly every case, they are a resounding success.

While some abilities are more fun than others, they nearly all work seamlessly. As Astro, you'll strap on the ability and intuitively understand it. You sense its limitations and use cases immediately, and though the game disposes of abilities at an uncommon pace, many will resurface later in a new setting or be used to defeat the game's fun bosses--including a final boss and credits sequence that will surely go down as one of 2024's best video game moments.

Even within a level, an ability is used in several different and creative ways, but always stemming from its singular mechanic featured in that level. It ramps up the platforming and combat sequences via an approachable but challenging incline and chains these little moments together in such a way that there's never a lull in any level. Whereas many platformers may drill down on a key feature or small set of features, Astro Bot displays confidence by often disposing of exciting new tools shortly after introducing them. It expresses iteration in cycles of five minutes each, rather than iterating on one idea for five or more hours, which I find both refreshing and bold. The only other game I've seen that's similarly willing to dispose of cool ideas like this is It Takes Two, and Astro Bot does it more often and with more enjoyable mechanics.

Astro Bot confidently introduces superb aesthetics and abilities at a rate few other games ever have.
Astro Bot confidently introduces superb aesthetics and abilities at a rate few other games ever have.

Like any excellent platformer, Astro Bot's movement feels responsive and trustworthy. Despite the game consistently giving you new ways to traverse its puzzling pathways, you'll almost always feel like you have a good grip on clearing gaps, timing attacks on enemies, and dodging bosses with expertise. The camera caused a few rare instances of what felt like selling me out, but the game's checkpoints are so numerous and the load times are virtually non-existent, such that this never became a pain point for me.

The only ability that doesn't work as cleanly as others is the one used in an underwater level. Meant to mimic a dolphin-like dive ability, the controls used for this one never feel as intuitive as those for other abilities. In this level, I found it unusually tricky, albeit not exactly difficult, to collect all the secrets. A few of them demanded a deft diving ability the backpack is meant to offer, but it doesn't have the same accuracy of other abilities in the game, which led me to whiff on some sections in a way that was unique to this level. It was manageable, but if any secret levels--which tend to be some of the game's hardest--also use this mechanic, I expect them to become some of the game's few frustrations.

In the few instances where the hero isn't wearing an ability, the game still finds ways to reinvent itself. A mid-game level that evokes the kid-friendly vibes of a preschool presents a clever day-and-night-switching mechanic that tosses the world on its side back and forth whenever you press a button, allowing Astro to solve puzzles and reach the end. But once that awesome level was finished, I never saw the mechanic used again. Astro Bot feels like it's showing off at times, but never in a way that pats itself on its back. It's ceaselessly cute and clever, and feels more like a little kid delighted to show you their toy collection than a braggart displaying their trophies.

Each galaxy you arrive in houses several secrets to uncover in the overworld, and even levels themselves have hidden bonus stages. This game's secrets have secrets, with more hidden levels being revealed at a steady clip whenever you inch closer to polishing off each galaxy's to-do list. The best of those secrets are the hidden bots themselves. There are 300 in total, though you only need 200 to face the final boss, and over half of them are dressed up as iconic characters from video game history. Many of these are first-party heroes, like Ellie and a Gran Turismo racer, but many others are cameos of characters from series closely tied to PlayStation's past, such as Tomb Raider, Persona, or even classic and contemporary indies like Journey, Stray, and Humanity.

The 169 cameo bots combined with the collectible-finder make a 100% playthrough a joy, and never a grind.
The 169 cameo bots combined with the collectible-finder make a 100% playthrough a joy, and never a grind.

Each bot you find returns to the (mostly) safe zone, the Crash Site, which acts like a hub world you can explore and decorate. Here, the game carries forward the same PlayStation Museum vibe seen in Astro's Playroom, albeit to a lesser extent. You won't explore past PlayStation consoles, but the mothership you're trying to repair is just a giant PS5, and the spaceship you use to explore the overworld is a DualSense controller with wings. It feels a bit like that meme of Obama awarding Obama a medal, but it's not distracting, so ultimately, it's fine.

Spending coins in the game's shop unlocks dioramas, ship paints, and costumes for Astro, even some based on unexpected series such as Bloodborne and Gravity Rush. The dioramas are especially fun, as they turn all your collected bots into animated statues, like one that shows Nathan Drake playing a game called Dude Raider on his couch. Even the most serious of characters are turned into caricatures, like a scene you can create in which The Last of Us' Joel goes to throw a brick, but it slips out of his hand and bonks him on the head. All of the 169 cameo bots fill in the would-be barren desert sands like a virtual shelf of Funko Pops.

Finding each of these characters is a constant highlight of Astro Bot. Some are placed right in front of you, but most require the aforementioned curiosity to pull you off the beaten path in search of the game's bountiful secrets. One of the best mechanics--which I very much hope becomes standard in the genre moving forward--is a robot bird companion who can join you in any level you decide to replay. The bird pings for collectibles and leads you right to the remaining bots, secret Void levels, and puzzle pieces you've not yet found. This makes playing the game to 100% completion a joy and never a grind. I've never cared about PlayStation Trophies before, but I expect to unlock them all in Astro Bot, if only incidentally because I want to see and do everything this game offers.

It seems odd to say I don't want to spoil a game that effectively has no story, but some of the game's best secrets really must be discovered with your own eyes. To talk around Astro Bot's most entertaining of these surprises, I'll mention that it will occasionally rethink its mechanics as a whole, nearly swapping genres at times, in ways that pay homage to PlayStation's illustrious past. These special levels arrive toward the end of each galaxy's main mission path and bestow to you a bundle of themed bots as well as yet another cool new mechanic not to be seen ever again in the game. Its soundtrack--already an array of bubbly earworms--reimagines familiar overtures from other games. In doing all of this for these most-special one-offs, the promise of its world comes into full view. Astro Bot swarms the player with bright ideas, sparking almost endless joy.

I've never been as impressed with the DualSense as perhaps folks inside Sony are, but it has some cool applications in Astro Bot.
I've never been as impressed with the DualSense as perhaps folks inside Sony are, but it has some cool applications in Astro Bot.

Astro Bot is also meant to be a DualSense showcase, and it certainly does a lot there, though I continue to feel like the controller's most passionate fans are within the company itself. I don't mind the DualSense, but I don't feel like much would be lost if I played the game without features like secondary noises coming out of my controller, blowing air into it to propel a fan, or using the gyroscopic motion controls to physically repair the ship each time I finished a galaxy and found another elusive ship part.

Its best attribute, a rumble feature more nuanced than what other controllers provide, is also simpler than all of the DualSense's high-end abilities that sometimes come off as gimmicky. Astro Bot also did away with some of them from Astro's Playroom, such as using the center touchpad to unzip some blockades. Instead, this is done with the joystick, suggesting Team Asobi found it best to keep players' hands off the somewhat clunky touchpad this time around.

Beyond the underwater level that doesn't shine the way others do, my only other frustrations with Astro Bot come in the form of some of the game's hardest levels, which will likely be too difficult for younger or less-experienced players. Normally, these levels are as brief as 30 seconds, but they require perfection and give the game a taste of trial-and-error it otherwise consciously rejects.

I understand the game is split into tiers, allowing most anyone to be able to beat the base game before the diehards go the extra mile, but since several cameo characters are locked behind these ultra-hard mini-levels, it's a bit of a letdown that some of the game's younger fans may likely never find all of the must-have bots to bring back to their hub world. In this way, Astro Bot gates a small but not insignificant portion of its best material behind a skill check that some of its audience won't pass.

The game's massive bosses are consistently fun and just tricky enough to keep you on your toes.
The game's massive bosses are consistently fun and just tricky enough to keep you on your toes.

The game also crashed on me twice, both times erasing more progress than I'd have expected since I assumed it auto-saves after each level, but I'd lost about three or four levels of progress in both instances. However, I admit these crashes came at the end of my long 11-hour session with the game on my first day with it, so maybe it was an issue Team Asobi will address. Still, the hard crash backpedaling on my saved data was strange and somewhat soured what was a marathon of smiles for about 10 hours of that day.

The simply titled Astro Bot is meant to be the cute robot's first significant foray into video games following a 2018 VR exclusive that earned praise but was stuck in its headset-only bubble, and a 2020 pack-in tech demo that hinted at more to come. The beauty of the game, as suggested by its title, is that even players returning for their third Astro adventure will find hours upon hours of new experiences, collectively and magnificently presented as a parade of joyous sights, sounds, and adventures. This is a grand re-opening for Astro Bot, and it surely marks the start of what is destined to be a beloved series shooting for the moon.

Mark Delaney on Google+
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The Good

  • Diverse abilities make every level feel fresh
  • Similarly varied environments keep the aesthetic constantly changing, but always fun
  • Excellent platforming at the center of it all
  • Secrets upon secrets, including special themed levels that are best of all
  • A final boss and credits sequence that will quickly become famous for how cool it is
  • A level-replay feature that makes collectible mop-ups actually enjoyable

The Bad

  • Its hardest levels are frustratingly perfection-or-bust, gating some cameo characters
  • Two game crashes that deleted some progress both times

About the Author

Mark explored space in Astro Bot for 16 hours before he toppled the final boss, but he's going back to rescue his last few missing pals. A review code was provided by the publisher.
111 Comments  RefreshSorted By 
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Chubby170

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How is this game not a 10? Its amazing!

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AcidTango

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Sony needs to release more fun games like this. Hopefully Astro Bot comes to PC so I can play it since I don't own a PS5 myself.

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Willy105

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This is what Sony and Playstation should be known for instead of a ton of copycat super expensive 3rd person over the shoulder story games.

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GirlUSoCrazy

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@Willy105: Why not both?

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Tiwill44

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@girlusocrazy: This. It can be both. The reason they're only known for the latter this gen is because they've been spending hundreds of millions on failed live service games. That leaves no budget to make more games like this.

They used to actively be searching for indie talent and nurturing them to make quality exclusives for PS. Japan Studio is the best example of this, and this game, made by some of the remains of Japan Studio, tragically celebrates that past era.

With the oaf in charge Jim Ryan gone, we can only hope things will return to the way they used to be.

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yakitysmakity

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@girlusocrazy: seriously, their story games are amazing. I’d happily have more fun platforming, but not at the expense of the action adventure narratives.

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Slannmage

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This just makes me wish Sony would stop making boring third person action adventure games with all their AAA studios. Get Insomniac on more wacky stuff like they used to do and Sony need an FPS as 2013 was their last with Killzone. They need to diversify but sadly Jim Ryan sent them down the live service path that no one wants other than maybe Destiny 3 or a new MMO like FF14.

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santinegrete

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Well this looks more interesting than Concord.

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OldDadGamer

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@santinegrete: Indeed. But so do beige walls.

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lonewolf1044

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Yes, it looks good and even if it is good I am not pulling out my PS 5 to play it as I boxed up my PS5 and Xbox X Series and play on my computer systems and if this manage to come to PC, I will play it.

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wespunk

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Edited By wespunk

@lonewolf1044: Seriously how old are you . You sound like a kid who is still in nappies with a comment like that. We don’t want to know your intentions with your consoles. Sell them and move on to another website as we don’t care. As I’m enjoying my game of Astro Bot on my PS5 .

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Ohaidere

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Edited By Ohaidere

@lonewolf1044: So did you specifically buy every console just to say you keep them in a box or am I missing something?

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yakitysmakity

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@lonewolf1044: … k. Why not sell your PS5 and Series X if you’re not gonna use them? And why tell us this? Real weird comment

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bobbo888

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@lonewolf1044: This is so odd. We don't care.

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Spike1980

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@lonewolf1044: what a weird flex

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Cbordi

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This game looks spectacular! A proper fun platformer that is not Mario or Nintendo is not common

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vgmkyle

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A 94 on Metacritic? Seems insane. What's not insane is that Sony knows how to get 120 reviews for all their exclusive titles, but every other game struggles to break 50. When it comes to PS games, I just kind of assume that the critics are in Sony's back pocket.

Either that or I just don't like anything Sony releases.

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Rolento25

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@vgmkyle: It was 116 reviews. Now lets here you explain the 9.6/10 user score?!

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Tiwill44

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@rolento25: I believe it was a direct response to the Concord situation, which happened merely a couple of days ago. Sony needed a win, and they needed it bad. It wouldn't surprise me if Sony botted the metascore. Click on any of the 10/10 user reviews and you'll see, Astro Bot is the only game they have rated. Now isn't that suspicious?

If these reviews are not fake, they are certainly insincere as they come from people who do not actively care about video games. Perhaps they are culture war obsessed folks who contributed to the "positive review bombing" after they saw who developed the game. It was a team almost entirely comprised of Japanese men. There is obviously nothing wrong with that, but to give a game 10s based on this fact alone? That is unnatural tempering of the user score.

Then you add delusional PS fans to the mix, of which there are many, and you have a recipe to create one of the highest rated video games in history. That's all the evidence I can present at this time.

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mogan

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@Tiwill44: Sony "botted" the metascore? The average of professional reviews that are each linked from the Metacritic page? Sony botted that?

How?

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Tiwill44

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@mogan: Not that metascore, the user one. I have no evidence against the critic score because it would take a lot of insider information I don't have access to. I can only make guesses. But anyone can see the user score is highly inflated and insincere, just by clicking on random users who gave it a 10. This casts a shadow of doubt upon the entire score.

This game having as high of a score as possible is actually beneficial to me. But I don't like dishonest scores.

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mogan

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@Tiwill44: User scores on metacritic are worthless and don't mean anything, but that's not the score the other guy was talking about. The professional metascore is the one that's a 94, derived from 116 reviews (119 now).

Astro Bot - Metacritic

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Tiwill44

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@mogan: I was replying to Rolento's "Now lets here you explain the 9.6/10 user score?!" comment, sorry if that wasn't clear.

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mogan

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Edited By mogan  Moderator

@Tiwill44: Gottcha. Yeah, the user score means squat. Anybody can go put any number in there whether they've played the game or not.

That said, I don't think there's anything suspect about Astro Bot's critical reception.

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Tiwill44

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@vgmkyle: I went ahead and watched a lot more gameplay and I think I'm with you, there's definitely something unnatural with this game's critical acclaim. If you examine the gameplay with any level of objectivity for more than a few minutes, you can clearly see that the platforming moveset is extremely basic, has no momentum at all, and the level design is only a few steps up from a mobile autorunner. There are licensed 3D platformers on PS2 that have more going on than this game.

During my research, I've also stumbled upon something I wish I could delete from my memory: Astro Bot performing the Fortnite floss emote. Were I to review this game, this sin alone would override most of the respect I had for it and cap its score to a max of 8. I can forgive the gameplay being so basic if we accept that the game is intended for small children, but on a subjective level, I don't think this game is for me at all.

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Rolento25

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@Tiwill44: Jesus, you really do have the tinfoil wraped alittle too tigh. I guess the 9.6 user base score is a conspiracy also.

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Tiwill44

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@rolento25: Well, that is unnatural too. Most games struggle to break 50 user scores on Metacritic unless they are embroiled in some culture war controversy. You'd think a 3D platformer wouldn't draw this kind of attention. That makes it even more suspicious.

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analgrin

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@Tiwill44:

"I went ahead and watched a lot more gameplay. . ."

Well there's your problem. All the reviews are saying how this makes great use of the Dualsense and you can feel every action your character does and every surface you walk on which immerses you into the game, I've seen some they simply have to smash everything they come into contact with purely because it feels so good through the controller but you'll miss out on all that watching videos.

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ItsNotA2Mer

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Edited By ItsNotA2Mer

@Tiwill44: "the level design is only a few steps up from a mobile autorunner"

🤣 You're so obvious, you weren't fooling anyone. Maybe next time, don't insult our intelligence by spending days pretending that you "sincerely" hope a game is good, while trashing it every chance you get.

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Tiwill44

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Edited By Tiwill44

@itsnota2mer: I've been nothing but honest, but I noticed the fanbase for this game is approaching Elden Ring levels of obnoxious. If you think any praise I've given to Astro Bot has been a lie just because I'm critical of other aspects of the game, or that anyone saying anything negative about the game must hate all of it, you might want to take a step back to re-evaluate your relationship with Astro Bot.

It's possible to neither love nor hate a game. Someone poking fun at a game shouldn't trigger a defense mechanism in you like that, it's not healthy.

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ItsNotA2Mer

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Edited By ItsNotA2Mer

@Tiwill44: Calling this game a few steps up from a mobile autorunner completely gave you away. You might as well call the Mario Galaxy games mobile autorunners while you're at it. 😆

And your comment in another topic that the developers couldn't even make a complete game just sealed the deal.

Just stop now, you're not good at this.

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Tiwill44

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@itsnota2mer: The level design is very flat in Astro Bot, you're always moving north and there are no slopes or things like that. This criticism doesn't apply to Mario Galaxy, so no, I wouldn't compare it to an autorunner.

You could say I'm anti modern PS, or in other words, a retro PS fan. It's why I'm not satisfied with this single game, it's not enough to offset the upcoming Fairgame$ failure and lack of variety on the platform.

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Plurmp

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@Tiwill44: "The level design is very flat in Astro Bot, you're always moving north and there are no slopes or things like that."

That statement is just objectively false. There are parts where you have to use a rocketpack, bouncy pads and wall running mechanics to ascend vertically. There are multiple swimming sections and wide open areas where you get to explore in every direction. There are several diverging paths, hidden areas and secret alternative exits that unlock new levels. The only linear levels are the short challenge missions that you have to beat in one perfect run without any checkpoints.

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Tiwill44

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@plurmp: I mostly looked at the challenge missions because the rest of the game seemed devoid of challenge. But even the last challenge missions looked very easy because of the jetpack and complete lack of momentum. You always have complete control over Astro; you don't have to commit to jumps, because you can turn on a dime, in mid-air, while hovering. Even if you make a mistake, you can always correct it, basically. I don't exactly see the masterpiece, here.

It's fine to make a game for beginners, but they don't typically get this much praise... maybe it was a palate cleanser after all those masochistic souls-likes, but still.

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Plurmp

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@Tiwill44: Hah, so you admit you were flat out lying about the whole game being linear. And now your complaint has pivoted to "the game isn't challenging enough". You're basing your entire opinion on watching gameplay footage instead of playing it yourself. I can tell you that some of the levels are legitimately tricky and made me drop some F-bombs because I kept dying over and over again. I think Astrobot has a pretty ideal difficulty where there are plenty of checkpoints, but some sections require more precision. It's also a collectathon game, so it shouldn't be judged on difficulty alone, but mainly how fun they made finding the collectibles.

But why should you listen to first-hand testimonies from passionate gamers who love this title? You've clearly already made up your mind about it without even giving it a chance.

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Tiwill44

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@plurmp: Well, this may come across as pedantic, but if a game offers no challenge, is it truly a game? In that sense, my notion that the whole "game" is linear remains true, because the challenge is found in those linear sections.

I was searching for this game's "genius". What makes it such a masterpiece of game design? And if the game design is not to be praised, what else is there? This is a robot dressing up as dead IPs for nostalgia's sake; it has no strength of IP on its own. It has no masterful storytelling or anything of the sort.

We can all see the game is competently made and polished on a technical level, which is praiseworthy. But are other aspects of a game's identity not important? There is a lot of delusion here, but it wouldn't be the first time this happens.

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Plurmp

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Edited By Plurmp

@Tiwill44: "if a game offers no challenge, is it truly a game?"

Did you not read my reply or is reading comprehension difficult for you? I spent most of the first paragraph explaining how the game can be more challenging than it looks. I legit even rage quit one level because I kept dying so much. You're clearly not here to discuss the merits of this game but to only spout your pre-conceived notions of what you imagine it to be like. Really childish behavior on your part.

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Tiwill44

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@plurmp: I don't have to imagine it, we have video evidence. But the difficulty part of the argument was always going to be a dead end, because you can simply say "well I died so it's hard". Then someone could come by and say "well I didn't die so it must be a skill issue". This is surface level discussion.

I'm more interested about how the game is designed, what it does to warrant perfect 10s. Even a game with flawless gameplay typically would not receive perfect 10s unless it did something innovative or particularly iconic, like having strong characters, a strong world, a hook of some kind.

As I've said in another comment, it's not like the score is off by a ton. I'm not sure what causes people to be this defensive of this game. It looks very much like a 85/100 game, which is a great score; higher than most games. But it has received a 94/100. I can see a 89, but the closer it gets to 100, the more my eyebrow is raised.

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ItsNotA2Mer

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@plurmp: You realize they're straight trolling, right? Seriously, don't waste any more time with them.

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Fluxed_Up

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@vgmkyle: Perhaps play the game and judge for yourself.

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Plurmp

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@vgmkyle: Or maybe it's just a good, polished game? Did you ever consider that?

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bobbo888

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@vgmkyle: ... Be mad over nothing.

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sakaiXx

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@vgmkyle: xbox literally said they chose who gets to review starfield hence the bloated score but only around 60 reviews in the first few weeks.

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RSM-HQ

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@vgmkyle: Bruh, you need to put the keyboard away and take a minute.

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StickEmUp

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@vgmkyle: You’re just very biased, which forces you to invent these conspiracy theories. Sony’s first party games are fantastic.

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