Gaxsun

joined 4 months ago
 

Aeromachina: Test-Flight Demo Review

Every year when the Steam Nextfest rolls around, I scroll over to the filter and search for the “Flight” tag. Frequently I am disappointed, but rare is it that I am so surprised and delighted.

Aeromachina is an upcoming PS1 styled 3D metroidvania platformer developed by a 3 ship formation under the designation Meteor Magic Games. While the game itself may still be on approach, the developers have provided a generous demo for us to get to grips with their take on the genre.

The demo straps you into the mechanical boots of Bogey, a sentient android seemingly built of spare aircraft parts. After a quick briefing from their handlers, you are thrust into the demo, a diagnostic training mission to assess Bogey’s capabilities.

Movement

From the moment you touch start moving it’s clear that, like any classic platformer, the controls have been rigorously assessed and tested before being declared airworthy (even for this refined test flight). Movement is tuned to be smooth, fluid, free, and, fast as is befitting such an advanced airframe as Bogey. The wide range of abilities you unlock over the course of the demo can be keenly chained together to shoot high and fast across the terrain and the camera is right there with every soar and swoop, gliding behind Bogey amplifying the sense of speed and power.

Combat

Accompanying these refined platforming mechanics is the deceptively simple hack and slash combat. While it starts off seemingly plain, a simple 4 hit combo, it soon reveals that the challenge is less in memorising fighting game style attack combos, and more in manoeuvring both yourself and your enemies into the optimal position and timing the perfect attack. Just as a dogfight should, which is a breeze when combined with the game’s snappy and responsive controls. Judicious use oyour movement abilities to avoid and reposition, aiming your weapon’s knockback, and sprinkling in some of your unlockable abilities to juggle and interrupt enemies, turn the battlefield into a joyous playground for a clever and creative player to dominate.

Enemy composition also plays a part in shaping fights. The demo has 3 main enemy types, dashing melee attackers, pesky hovering chip damagers, and slow but devastating backliners. It’s clear that the developers have taken a tactical, deliberate, and intelligent approach to considering how these enemy types work together and with the level, and have used this analytical design to engineer combat encounters that feel challenging and tactical and unique each time. Just as in the Arkham games, you’ll approach each fight, your mind firing on all cylinders, picking your line and shaping your strategy. Level Design

To support the sky high movement and flowing tactical combat, the developers have crafted a completely wonderful environment for you pit your skills against. The lovingly and logically constructed map sprawls out as you progress, teasing new and exciting routes to take, all hiding new challenges, upgrades, and abilities. Every room has some sort of seemingly inaccessible platform or door, or an upgrade that’s just out of reach, teasing the player’s brain into considering their movement options in new and exciting ways. As the player’s toolkit expands, the map starts to introduce long stretches and deep drops to really let the player flex their mobility and sate their need for speed. The result is a completely wonderful 3D metroidvania platformer map that reinforces and celebrates its mechanics and invites players to achieve not just mechanical competency, but domination.

Style

The game also boasts strong aesthetic chops. I know I’m not the first person to compare the demo’s meandering military base to Metal Gear’s Shadow Moses from all those years ago. The PS1 era jagged polygons and stark military blacksite facade make the comparison unavoidable. The game’s HUD is a true treat as well, with the stark green readouts evoking the HUDs of real life fighters that would be familiar to any Ace Combat fan. The velocity and altitude readouts are even functional, allowing the players to put numbers to their breakneck pace. This sort of retrofuturistic high tech military aesthetic extends right through the demo, even showing the wireframe of Bogey’s model when obscured, turning an inspired quality of life feature into a memorable and thematic statement which reinforces the game’s identity.

Character Design

The character designs are also instantly identifiable, memorable, and charming. The artstyle prioritises strong vibrant colours and striking shapes and silhouettes reminiscent of the best mascot platformers of the era. I am particularly reminded of the designs from Sly Cooper or Mega Man Legends or Battle Network. Bright stunning colour palates coupled with clear and unforgettable designs.

The Details

The thing that makes me particularly excited for a full release though is that this demo has what separates a merely good game from a memorable one: A resolute identity displayed through the details. Firstly, Aviation. Bogey’s character design is full of them. The WWII era fur lined leather jacket, the military crash helmet with the hornet style fins, the main weapon being a propeller, hell, Bogey’s tail is a carrier arresting hook! The save points are windsocks, the HUD is straight out of an F-16, the gun is called “the Vulcan”. If you have any affection for Aviation, you will find some detail in this game to delight you just as much as it did me.

But besides that, and possibly more importantly, these developers have an unmistakable sense for “cool”. When you come to a landing at high speed, bogey slides to a stop with an accompanying tire screech sound. When realising the heavy tank enemies exploded and dealt damage to me when defeated, I engineered my next combat encounter to use this to take out several weaker enemies, At one part of the demo I was in a room with a glass floor. Having just unlocked the stomp ability, my course of action was inevitable. A lesser team may have just moved on, not taking any notice of the opportunity here, or not taking care to engineer it in the first place, but Meteor Magic understood the assignment and I sent Bogey crashing down to the level below in an awesome shower of glass.

These developers clearly love all aspects of aviation and are keen and devoted acolytes of the rule of cool, and they pour this love, care and passion into the game to bring it to life wish a strong, razor sharp identity.

Verdict

This game may wear the facade of a retro 3D metroidvania platformer but it has the soul of a white knuckle fighter jet canyon run. This demo has displayed some of the best 3D platforming out there in the indie space, frenetic, fast, free flowing combat, great character designs and a definite commitment to fresh, striking, and just plain cool identity. I know this is a demo so it only gives us a limited snapshot of what the full release could be but honestly, that only excites me more. I want to see these characters shine in a full release. I want to explore the mysteries of this world. I want to take on more platforming bosses and challenges that make you feel like a top gun fighter pilot, expertly and effortlessly, manoeuvring around obstacles and skimming certain death by a mechanical hair. I want to see the clear joy, talent, and deliberate intent that went into this snapshot spread over a larger canvas. And if this demo is anything to go by, then these devs can deliver.

This game makes me feel like a finely tuned, graceful and deadly anthropomorphic piece of military hardware just as promised. I look forward to the full release.

https://store.steampowered.com/app/3744860/AEROMACHINA_TestFlight/ https://meteormagic.itch.io/aeromachina-test-flight

 

Seriously though, this game is so fun. It's like it was made for me specifically.

 

Seriously though, this game is awesome, it's like it was made for me specifically.

 

Aeromachina: Test-Flight Demo Review

Every year when the Steam Nextfest rolls around, I scroll over to the filter and search for the “Flight” tag. Frequently I am disappointed, but rare is it that I am so surprised and delighted.

Aeromachina is an upcoming PS1 styled 3D metroidvania platformer developed by a 3 ship formation under the designation Meteor Magic Games. While the game itself may still be on approach, the developers have provided a generous demo for us to get to grips with their take on the genre.

The demo straps you into the mechanical boots of Bogey, a sentient android seemingly built of spare aircraft parts. After a quick briefing from their handlers, you are thrust into the demo, a diagnostic training mission to assess Bogey’s capabilities.

Movement

From the moment you touch start moving it’s clear that, like any classic platformer, the controls have been rigorously assessed and tested before being declared airworthy (even for this refined test flight). Movement is tuned to be smooth, fluid, free, and, fast as is befitting such an advanced airframe as Bogey. The wide range of abilities you unlock over the course of the demo can be keenly chained together to shoot high and fast across the terrain and the camera is right there with every soar and swoop, gliding behind Bogey amplifying the sense of speed and power.

Combat

Accompanying these refined platforming mechanics is the deceptively simple hack and slash combat. While it starts off seemingly plain, a simple 4 hit combo, it soon reveals that the challenge is less in memorising fighting game style attack combos, and more in manoeuvring both yourself and your enemies into the optimal position and timing the perfect attack. Just as a dogfight should, which is a breeze when combined with the game’s snappy and responsive controls. Judicious use oyour movement abilities to avoid and reposition, aiming your weapon’s knockback, and sprinkling in some of your unlockable abilities to juggle and interrupt enemies, turn the battlefield into a joyous playground for a clever and creative player to dominate.

Enemy composition also plays a part in shaping fights. The demo has 3 main enemy types, dashing melee attackers, pesky hovering chip damagers, and slow but devastating backliners. It’s clear that the developers have taken a tactical, deliberate, and intelligent approach to considering how these enemy types work together and with the level, and have used this analytical design to engineer combat encounters that feel challenging and tactical and unique each time. Just as in the Arkham games, you’ll approach each fight, your mind firing on all cylinders, picking your line and shaping your strategy. Level Design

To support the sky high movement and flowing tactical combat, the developers have crafted a completely wonderful environment for you pit your skills against. The lovingly and logically constructed map sprawls out as you progress, teasing new and exciting routes to take, all hiding new challenges, upgrades, and abilities. Every room has some sort of seemingly inaccessible platform or door, or an upgrade that’s just out of reach, teasing the player’s brain into considering their movement options in new and exciting ways. As the player’s toolkit expands, the map starts to introduce long stretches and deep drops to really let the player flex their mobility and sate their need for speed. The result is a completely wonderful 3D metroidvania platformer map that reinforces and celebrates its mechanics and invites players to achieve not just mechanical competency, but domination.

Style

The game also boasts strong aesthetic chops. I know I’m not the first person to compare the demo’s meandering military base to Metal Gear’s Shadow Moses from all those years ago. The PS1 era jagged polygons and stark military blacksite facade make the comparison unavoidable. The game’s HUD is a true treat as well, with the stark green readouts evoking the HUDs of real life fighters that would be familiar to any Ace Combat fan. The velocity and altitude readouts are even functional, allowing the players to put numbers to their breakneck pace. This sort of retrofuturistic high tech military aesthetic extends right through the demo, even showing the wireframe of Bogey’s model when obscured, turning an inspired quality of life feature into a memorable and thematic statement which reinforces the game’s identity.

Character Design

The character designs are also instantly identifiable, memorable, and charming. The artstyle prioritises strong vibrant colours and striking shapes and silhouettes reminiscent of the best mascot platformers of the era. I am particularly reminded of the designs from Sly Cooper or Mega Man Legends or Battle Network. Bright stunning colour palates coupled with clear and unforgettable designs.

The Details

The thing that makes me particularly excited for a full release though is that this demo has what separates a merely good game from a memorable one: A resolute identity displayed through the details. Firstly, Aviation. Bogey’s character design is full of them. The WWII era fur lined leather jacket, the military crash helmet with the hornet style fins, the main weapon being a propeller, hell, Bogey’s tail is a carrier arresting hook! The save points are windsocks, the HUD is straight out of an F-16, the gun is called “the Vulcan”. If you have any affection for Aviation, you will find some detail in this game to delight you just as much as it did me.

But besides that, and possibly more importantly, these developers have an unmistakable sense for “cool”. When you come to a landing at high speed, bogey slides to a stop with an accompanying tire screech sound. When realising the heavy tank enemies exploded and dealt damage to me when defeated, I engineered my next combat encounter to use this to take out several weaker enemies, At one part of the demo I was in a room with a glass floor. Having just unlocked the stomp ability, my course of action was inevitable. A lesser team may have just moved on, not taking any notice of the opportunity here, or not taking care to engineer it in the first place, but Meteor Magic understood the assignment and I sent Bogey crashing down to the level below in an awesome shower of glass.

These developers clearly love all aspects of aviation and are keen and devoted acolytes of the rule of cool, and they pour this love, care and passion into the game to bring it to life wish a strong, razor sharp identity.

Verdict

This game may wear the facade of a retro 3D metroidvania platformer but it has the soul of a white knuckle fighter jet canyon run. This demo has displayed some of the best 3D platforming out there in the indie space, frenetic, fast, free flowing combat, great character designs and a definite commitment to fresh, striking, and just plain cool identity. I know this is a demo so it only gives us a limited snapshot of what the full release could be but honestly, that only excites me more. I want to see these characters shine in a full release. I want to explore the mysteries of this world. I want to take on more platforming bosses and challenges that make you feel like a top gun fighter pilot, expertly and effortlessly, manoeuvring around obstacles and skimming certain death by a mechanical hair. I want to see the clear joy, talent, and deliberate intent that went into this snapshot spread over a larger canvas. And if this demo is anything to go by, then these devs can deliver.

This game makes me feel like a finely tuned, graceful and deadly anthropomorphic piece of military hardware just as promised. I look forward to the full release.

https://store.steampowered.com/app/3744860/AEROMACHINA_TestFlight/ https://meteormagic.itch.io/aeromachina-test-flight

 

Aeromachina: Test-Flight Demo Review

Every year when the Steam Nextfest rolls around, I scroll over to the filter and search for the “Flight” tag. Frequently I am disappointed, but rare is it that I am so surprised and delighted.

Aeromachina is an upcoming PS1 styled 3D metroidvania platformer developed by a 3 ship formation under the designation Meteor Magic Games. While the game itself may still be on approach, the developers have provided a generous demo for us to get to grips with their take on the genre.

The demo straps you into the mechanical boots of Bogey, a sentient android seemingly built of spare aircraft parts. After a quick briefing from their handlers, you are thrust into the demo, a diagnostic training mission to assess Bogey’s capabilities.

Movement

From the moment you touch start moving it’s clear that, like any classic platformer, the controls have been rigorously assessed and tested before being declared airworthy (even for this refined test flight). Movement is tuned to be smooth, fluid, free, and, fast as is befitting such an advanced airframe as Bogey. The wide range of abilities you unlock over the course of the demo can be keenly chained together to shoot high and fast across the terrain and the camera is right there with every soar and swoop, gliding behind Bogey amplifying the sense of speed and power.

Combat

Accompanying these refined platforming mechanics is the deceptively simple hack and slash combat. While it starts off seemingly plain, a simple 4 hit combo, it soon reveals that the challenge is less in memorising fighting game style attack combos, and more in manoeuvring both yourself and your enemies into the optimal position and timing the perfect attack. Just as a dogfight should, which is a breeze when combined with the game’s snappy and responsive controls. Judicious use oyour movement abilities to avoid and reposition, aiming your weapon’s knockback, and sprinkling in some of your unlockable abilities to juggle and interrupt enemies, turn the battlefield into a joyous playground for a clever and creative player to dominate.

Enemy composition also plays a part in shaping fights. The demo has 3 main enemy types, dashing melee attackers, pesky hovering chip damagers, and slow but devastating backliners. It’s clear that the developers have taken a tactical, deliberate, and intelligent approach to considering how these enemy types work together and with the level, and have used this analytical design to engineer combat encounters that feel challenging and tactical and unique each time. Just as in the Arkham games, you’ll approach each fight, your mind firing on all cylinders, picking your line and shaping your strategy. Level Design

To support the sky high movement and flowing tactical combat, the developers have crafted a completely wonderful environment for you pit your skills against. The lovingly and logically constructed map sprawls out as you progress, teasing new and exciting routes to take, all hiding new challenges, upgrades, and abilities. Every room has some sort of seemingly inaccessible platform or door, or an upgrade that’s just out of reach, teasing the player’s brain into considering their movement options in new and exciting ways. As the player’s toolkit expands, the map starts to introduce long stretches and deep drops to really let the player flex their mobility and sate their need for speed. The result is a completely wonderful 3D metroidvania platformer map that reinforces and celebrates its mechanics and invites players to achieve not just mechanical competency, but domination.

Style

The game also boasts strong aesthetic chops. I know I’m not the first person to compare the demo’s meandering military base to Metal Gear’s Shadow Moses from all those years ago. The PS1 era jagged polygons and stark military blacksite facade make the comparison unavoidable. The game’s HUD is a true treat as well, with the stark green readouts evoking the HUDs of real life fighters that would be familiar to any Ace Combat fan. The velocity and altitude readouts are even functional, allowing the players to put numbers to their breakneck pace. This sort of retrofuturistic high tech military aesthetic extends right through the demo, even showing the wireframe of Bogey’s model when obscured, turning an inspired quality of life feature into a memorable and thematic statement which reinforces the game’s identity.

Character Design

The character designs are also instantly identifiable, memorable, and charming. The artstyle prioritises strong vibrant colours and striking shapes and silhouettes reminiscent of the best mascot platformers of the era. I am particularly reminded of the designs from Sly Cooper or Mega Man Legends or Battle Network. Bright stunning colour palates coupled with clear and unforgettable designs.

The Details

The thing that makes me particularly excited for a full release though is that this demo has what separates a merely good game from a memorable one: A resolute identity displayed through the details. Firstly, Aviation. Bogey’s character design is full of them. The WWII era fur lined leather jacket, the military crash helmet with the hornet style fins, the main weapon being a propeller, hell, Bogey’s tail is a carrier arresting hook! The save points are windsocks, the HUD is straight out of an F-16, the gun is called “the Vulcan”. If you have any affection for Aviation, you will find some detail in this game to delight you just as much as it did me.

But besides that, and possibly more importantly, these developers have an unmistakable sense for “cool”. When you come to a landing at high speed, bogey slides to a stop with an accompanying tire screech sound. When realising the heavy tank enemies exploded and dealt damage to me when defeated, I engineered my next combat encounter to use this to take out several weaker enemies, At one part of the demo I was in a room with a glass floor. Having just unlocked the stomp ability, my course of action was inevitable. A lesser team may have just moved on, not taking any notice of the opportunity here, or not taking care to engineer it in the first place, but Meteor Magic understood the assignment and I sent Bogey crashing down to the level below in an awesome shower of glass.

These developers clearly love all aspects of aviation and are keen and devoted acolytes of the rule of cool, and they pour this love, care and passion into the game to bring it to life wish a strong, razor sharp identity.

Verdict

This game may wear the facade of a retro 3D metroidvania platformer but it has the soul of a white knuckle fighter jet canyon run. This demo has displayed some of the best 3D platforming out there in the indie space, frenetic, fast, free flowing combat, great character designs and a definite commitment to fresh, striking, and just plain cool identity. I know this is a demo so it only gives us a limited snapshot of what the full release could be but honestly, that only excites me more. I want to see these characters shine in a full release. I want to explore the mysteries of this world. I want to take on more platforming bosses and challenges that make you feel like a top gun fighter pilot, expertly and effortlessly, manoeuvring around obstacles and skimming certain death by a mechanical hair. I want to see the clear joy, talent, and deliberate intent that went into this snapshot spread over a larger canvas. And if this demo is anything to go by, then these devs can deliver.

This game makes me feel like a finely tuned, graceful and deadly anthropomorphic piece of military hardware just as promised. I look forward to the full release.

https://store.steampowered.com/app/3744860/AEROMACHINA_TestFlight/ https://meteormagic.itch.io/aeromachina-test-flight

 

Aeromachina: Test-Flight Demo Review

Every year when the Steam Nextfest rolls around, I scroll over to the filter and search for the “Flight” tag. Frequently I am disappointed, but rare is it that I am so surprised and delighted.

Aeromachina is an upcoming PS1 styled 3D metroidvania platformer developed by a 3 ship formation under the designation Meteor Magic Games. While the game itself may still be on approach, the developers have provided a generous demo for us to get to grips with their take on the genre.

The demo straps you into the mechanical boots of Bogey, a sentient android seemingly built of spare aircraft parts. After a quick briefing from their handlers, you are thrust into the demo, a diagnostic training mission to assess Bogey’s capabilities.

Movement

From the moment you touch start moving it’s clear that, like any classic platformer, the controls have been rigorously assessed and tested before being declared airworthy (even for this refined test flight). Movement is tuned to be smooth, fluid, free, and, fast as is befitting such an advanced airframe as Bogey. The wide range of abilities you unlock over the course of the demo can be keenly chained together to shoot high and fast across the terrain and the camera is right there with every soar and swoop, gliding behind Bogey amplifying the sense of speed and power.

Combat

Accompanying these refined platforming mechanics is the deceptively simple hack and slash combat. While it starts off seemingly plain, a simple 4 hit combo, it soon reveals that the challenge is less in memorising fighting game style attack combos, and more in manoeuvring both yourself and your enemies into the optimal position and timing the perfect attack. Just as a dogfight should, which is a breeze when combined with the game’s snappy and responsive controls. Judicious use oyour movement abilities to avoid and reposition, aiming your weapon’s knockback, and sprinkling in some of your unlockable abilities to juggle and interrupt enemies, turn the battlefield into a joyous playground for a clever and creative player to dominate.

Enemy composition also plays a part in shaping fights. The demo has 3 main enemy types, dashing melee attackers, pesky hovering chip damagers, and slow but devastating backliners. It’s clear that the developers have taken a tactical, deliberate, and intelligent approach to considering how these enemy types work together and with the level, and have used this analytical design to engineer combat encounters that feel challenging and tactical and unique each time. Just as in the Arkham games, you’ll approach each fight, your mind firing on all cylinders, picking your line and shaping your strategy. Level Design

To support the sky high movement and flowing tactical combat, the developers have crafted a completely wonderful environment for you pit your skills against. The lovingly and logically constructed map sprawls out as you progress, teasing new and exciting routes to take, all hiding new challenges, upgrades, and abilities. Every room has some sort of seemingly inaccessible platform or door, or an upgrade that’s just out of reach, teasing the player’s brain into considering their movement options in new and exciting ways. As the player’s toolkit expands, the map starts to introduce long stretches and deep drops to really let the player flex their mobility and sate their need for speed. The result is a completely wonderful 3D metroidvania platformer map that reinforces and celebrates its mechanics and invites players to achieve not just mechanical competency, but domination.

Style

The game also boasts strong aesthetic chops. I know I’m not the first person to compare the demo’s meandering military base to Metal Gear’s Shadow Moses from all those years ago. The PS1 era jagged polygons and stark military blacksite facade make the comparison unavoidable. The game’s HUD is a true treat as well, with the stark green readouts evoking the HUDs of real life fighters that would be familiar to any Ace Combat fan. The velocity and altitude readouts are even functional, allowing the players to put numbers to their breakneck pace. This sort of retrofuturistic high tech military aesthetic extends right through the demo, even showing the wireframe of Bogey’s model when obscured, turning an inspired quality of life feature into a memorable and thematic statement which reinforces the game’s identity.

Character Design

The character designs are also instantly identifiable, memorable, and charming. The artstyle prioritises strong vibrant colours and striking shapes and silhouettes reminiscent of the best mascot platformers of the era. I am particularly reminded of the designs from Sly Cooper or Mega Man Legends or Battle Network. Bright stunning colour palates coupled with clear and unforgettable designs.

The Details

The thing that makes me particularly excited for a full release though is that this demo has what separates a merely good game from a memorable one: A resolute identity displayed through the details. Firstly, Aviation. Bogey’s character design is full of them. The WWII era fur lined leather jacket, the military crash helmet with the hornet style fins, the main weapon being a propeller, hell, Bogey’s tail is a carrier arresting hook! The save points are windsocks, the HUD is straight out of an F-16, the gun is called “the Vulcan”. If you have any affection for Aviation, you will find some detail in this game to delight you just as much as it did me.

But besides that, and possibly more importantly, these developers have an unmistakable sense for “cool”. When you come to a landing at high speed, bogey slides to a stop with an accompanying tire screech sound. When realising the heavy tank enemies exploded and dealt damage to me when defeated, I engineered my next combat encounter to use this to take out several weaker enemies, At one part of the demo I was in a room with a glass floor. Having just unlocked the stomp ability, my course of action was inevitable. A lesser team may have just moved on, not taking any notice of the opportunity here, or not taking care to engineer it in the first place, but Meteor Magic understood the assignment and I sent Bogey crashing down to the level below in an awesome shower of glass.

These developers clearly love all aspects of aviation and are keen and devoted acolytes of the rule of cool, and they pour this love, care and passion into the game to bring it to life wish a strong, razor sharp identity.

Verdict

This game may wear the facade of a retro 3D metroidvania platformer but it has the soul of a white knuckle fighter jet canyon run. This demo has displayed some of the best 3D platforming out there in the indie space, frenetic, fast, free flowing combat, great character designs and a definite commitment to fresh, striking, and just plain cool identity. I know this is a demo so it only gives us a limited snapshot of what the full release could be but honestly, that only excites me more. I want to see these characters shine in a full release. I want to explore the mysteries of this world. I want to take on more platforming bosses and challenges that make you feel like a top gun fighter pilot, expertly and effortlessly, manoeuvring around obstacles and skimming certain death by a mechanical hair. I want to see the clear joy, talent, and deliberate intent that went into this snapshot spread over a larger canvas. And if this demo is anything to go by, then these devs can deliver.

This game makes me feel like a finely tuned, graceful and deadly anthropomorphic piece of military hardware just as promised. I look forward to the full release.

https://store.steampowered.com/app/3744860/AEROMACHINA_TestFlight/ https://meteormagic.itch.io/aeromachina-test-flight

 

Aeromachina: Test-Flight Demo Review

Every year when the Steam Nextfest rolls around, I scroll over to the filter and search for the “Flight” tag. Frequently I am disappointed, but rare is it that I am so surprised and delighted.

Aeromachina is an upcoming PS1 styled 3D metroidvania platformer developed by a 3 ship formation under the designation Meteor Magic Games. While the game itself may still be on approach, the developers have provided a generous demo for us to get to grips with their take on the genre.

The demo straps you into the mechanical boots of Bogey, a sentient android seemingly built of spare aircraft parts. After a quick briefing from their handlers, you are thrust into the demo, a diagnostic training mission to assess Bogey’s capabilities.

Movement

From the moment you touch start moving it’s clear that, like any classic platformer, the controls have been rigorously assessed and tested before being declared airworthy (even for this refined test flight). Movement is tuned to be smooth, fluid, free, and, fast as is befitting such an advanced airframe as Bogey. The wide range of abilities you unlock over the course of the demo can be keenly chained together to shoot high and fast across the terrain and the camera is right there with every soar and swoop, gliding behind Bogey amplifying the sense of speed and power.

Combat

Accompanying these refined platforming mechanics is the deceptively simple hack and slash combat. While it starts off seemingly plain, a simple 4 hit combo, it soon reveals that the challenge is less in memorising fighting game style attack combos, and more in manoeuvring both yourself and your enemies into the optimal position and timing the perfect attack. Just as a dogfight should, which is a breeze when combined with the game’s snappy and responsive controls. Judicious use oyour movement abilities to avoid and reposition, aiming your weapon’s knockback, and sprinkling in some of your unlockable abilities to juggle and interrupt enemies, turn the battlefield into a joyous playground for a clever and creative player to dominate.

Enemy composition also plays a part in shaping fights. The demo has 3 main enemy types, dashing melee attackers, pesky hovering chip damagers, and slow but devastating backliners. It’s clear that the developers have taken a tactical, deliberate, and intelligent approach to considering how these enemy types work together and with the level, and have used this analytical design to engineer combat encounters that feel challenging and tactical and unique each time. Just as in the Arkham games, you’ll approach each fight, your mind firing on all cylinders, picking your line and shaping your strategy. Level Design

To support the sky high movement and flowing tactical combat, the developers have crafted a completely wonderful environment for you pit your skills against. The lovingly and logically constructed map sprawls out as you progress, teasing new and exciting routes to take, all hiding new challenges, upgrades, and abilities. Every room has some sort of seemingly inaccessible platform or door, or an upgrade that’s just out of reach, teasing the player’s brain into considering their movement options in new and exciting ways. As the player’s toolkit expands, the map starts to introduce long stretches and deep drops to really let the player flex their mobility and sate their need for speed. The result is a completely wonderful 3D metroidvania platformer map that reinforces and celebrates its mechanics and invites players to achieve not just mechanical competency, but domination.

Style

The game also boasts strong aesthetic chops. I know I’m not the first person to compare the demo’s meandering military base to Metal Gear’s Shadow Moses from all those years ago. The PS1 era jagged polygons and stark military blacksite facade make the comparison unavoidable. The game’s HUD is a true treat as well, with the stark green readouts evoking the HUDs of real life fighters that would be familiar to any Ace Combat fan. The velocity and altitude readouts are even functional, allowing the players to put numbers to their breakneck pace. This sort of retrofuturistic high tech military aesthetic extends right through the demo, even showing the wireframe of Bogey’s model when obscured, turning an inspired quality of life feature into a memorable and thematic statement which reinforces the game’s identity.

Character Design

The character designs are also instantly identifiable, memorable, and charming. The artstyle prioritises strong vibrant colours and striking shapes and silhouettes reminiscent of the best mascot platformers of the era. I am particularly reminded of the designs from Sly Cooper or Mega Man Legends or Battle Network. Bright stunning colour palates coupled with clear and unforgettable designs.

The Details

The thing that makes me particularly excited for a full release though is that this demo has what separates a merely good game from a memorable one: A resolute identity displayed through the details. Firstly, Aviation. Bogey’s character design is full of them. The WWII era fur lined leather jacket, the military crash helmet with the hornet style fins, the main weapon being a propeller, hell, Bogey’s tail is a carrier arresting hook! The save points are windsocks, the HUD is straight out of an F-16, the gun is called “the Vulcan”. If you have any affection for Aviation, you will find some detail in this game to delight you just as much as it did me.

But besides that, and possibly more importantly, these developers have an unmistakable sense for “cool”. When you come to a landing at high speed, bogey slides to a stop with an accompanying tire screech sound. When realising the heavy tank enemies exploded and dealt damage to me when defeated, I engineered my next combat encounter to use this to take out several weaker enemies, At one part of the demo I was in a room with a glass floor. Having just unlocked the stomp ability, my course of action was inevitable. A lesser team may have just moved on, not taking any notice of the opportunity here, or not taking care to engineer it in the first place, but Meteor Magic understood the assignment and I sent Bogey crashing down to the level below in an awesome shower of glass.

These developers clearly love all aspects of aviation and are keen and devoted acolytes of the rule of cool, and they pour this love, care and passion into the game to bring it to life wish a strong, razor sharp identity.

Verdict

This game may wear the facade of a retro 3D metroidvania platformer but it has the soul of a white knuckle fighter jet canyon run. This demo has displayed some of the best 3D platforming out there in the indie space, frenetic, fast, free flowing combat, great character designs and a definite commitment to fresh, striking, and just plain cool identity. I know this is a demo so it only gives us a limited snapshot of what the full release could be but honestly, that only excites me more. I want to see these characters shine in a full release. I want to explore the mysteries of this world. I want to take on more platforming bosses and challenges that make you feel like a top gun fighter pilot, expertly and effortlessly, manoeuvring around obstacles and skimming certain death by a mechanical hair. I want to see the clear joy, talent, and deliberate intent that went into this snapshot spread over a larger canvas. And if this demo is anything to go by, then these devs can deliver.

This game makes me feel like a finely tuned, graceful and deadly anthropomorphic piece of military hardware just as promised. I look forward to the full release.

https://store.steampowered.com/app/3744860/AEROMACHINA_TestFlight/ https://meteormagic.itch.io/aeromachina-test-flight

 

Aeromachina: Test-Flight Demo Review

Every year when the Steam Nextfest rolls around, I scroll over to the filter and search for the “Flight” tag. Frequently I am disappointed, but rare is it that I am so surprised and delighted.

Aeromachina is an upcoming PS1 styled 3D metroidvania platformer developed by a 3 ship formation under the designation Meteor Magic Games. While the game itself may still be on approach, the developers have provided a generous demo for us to get to grips with their take on the genre.

The demo straps you into the mechanical boots of Bogey, a sentient android seemingly built of spare aircraft parts. After a quick briefing from their handlers, you are thrust into the demo, a diagnostic training mission to assess Bogey’s capabilities.

Movement

From the moment you touch start moving it’s clear that, like any classic platformer, the controls have been rigorously assessed and tested before being declared airworthy (even for this refined test flight). Movement is tuned to be smooth, fluid, free, and, fast as is befitting such an advanced airframe as Bogey. The wide range of abilities you unlock over the course of the demo can be keenly chained together to shoot high and fast across the terrain and the camera is right there with every soar and swoop, gliding behind Bogey amplifying the sense of speed and power.

Combat

Accompanying these refined platforming mechanics is the deceptively simple hack and slash combat. While it starts off seemingly plain, a simple 4 hit combo, it soon reveals that the challenge is less in memorising fighting game style attack combos, and more in manoeuvring both yourself and your enemies into the optimal position and timing the perfect attack. Just as a dogfight should, which is a breeze when combined with the game’s snappy and responsive controls. Judicious use oyour movement abilities to avoid and reposition, aiming your weapon’s knockback, and sprinkling in some of your unlockable abilities to juggle and interrupt enemies, turn the battlefield into a joyous playground for a clever and creative player to dominate.

Enemy composition also plays a part in shaping fights. The demo has 3 main enemy types, dashing melee attackers, pesky hovering chip damagers, and slow but devastating backliners. It’s clear that the developers have taken a tactical, deliberate, and intelligent approach to considering how these enemy types work together and with the level, and have used this analytical design to engineer combat encounters that feel challenging and tactical and unique each time. Just as in the Arkham games, you’ll approach each fight, your mind firing on all cylinders, picking your line and shaping your strategy. Level Design

To support the sky high movement and flowing tactical combat, the developers have crafted a completely wonderful environment for you pit your skills against. The lovingly and logically constructed map sprawls out as you progress, teasing new and exciting routes to take, all hiding new challenges, upgrades, and abilities. Every room has some sort of seemingly inaccessible platform or door, or an upgrade that’s just out of reach, teasing the player’s brain into considering their movement options in new and exciting ways. As the player’s toolkit expands, the map starts to introduce long stretches and deep drops to really let the player flex their mobility and sate their need for speed. The result is a completely wonderful 3D metroidvania platformer map that reinforces and celebrates its mechanics and invites players to achieve not just mechanical competency, but domination.

Style

The game also boasts strong aesthetic chops. I know I’m not the first person to compare the demo’s meandering military base to Metal Gear’s Shadow Moses from all those years ago. The PS1 era jagged polygons and stark military blacksite facade make the comparison unavoidable. The game’s HUD is a true treat as well, with the stark green readouts evoking the HUDs of real life fighters that would be familiar to any Ace Combat fan. The velocity and altitude readouts are even functional, allowing the players to put numbers to their breakneck pace. This sort of retrofuturistic high tech military aesthetic extends right through the demo, even showing the wireframe of Bogey’s model when obscured, turning an inspired quality of life feature into a memorable and thematic statement which reinforces the game’s identity.

Character Design

The character designs are also instantly identifiable, memorable, and charming. The artstyle prioritises strong vibrant colours and striking shapes and silhouettes reminiscent of the best mascot platformers of the era. I am particularly reminded of the designs from Sly Cooper or Mega Man Legends or Battle Network. Bright stunning colour palates coupled with clear and unforgettable designs.

The Details

The thing that makes me particularly excited for a full release though is that this demo has what separates a merely good game from a memorable one: A resolute identity displayed through the details. Firstly, Aviation. Bogey’s character design is full of them. The WWII era fur lined leather jacket, the military crash helmet with the hornet style fins, the main weapon being a propeller, hell, Bogey’s tail is a carrier arresting hook! The save points are windsocks, the HUD is straight out of an F-16, the gun is called “the Vulcan”. If you have any affection for Aviation, you will find some detail in this game to delight you just as much as it did me.

But besides that, and possibly more importantly, these developers have an unmistakable sense for “cool”. When you come to a landing at high speed, bogey slides to a stop with an accompanying tire screech sound. When realising the heavy tank enemies exploded and dealt damage to me when defeated, I engineered my next combat encounter to use this to take out several weaker enemies, At one part of the demo I was in a room with a glass floor. Having just unlocked the stomp ability, my course of action was inevitable. A lesser team may have just moved on, not taking any notice of the opportunity here, or not taking care to engineer it in the first place, but Meteor Magic understood the assignment and I sent Bogey crashing down to the level below in an awesome shower of glass.

These developers clearly love all aspects of aviation and are keen and devoted acolytes of the rule of cool, and they pour this love, care and passion into the game to bring it to life wish a strong, razor sharp identity.

Verdict

This game may wear the facade of a retro 3D metroidvania platformer but it has the soul of a white knuckle fighter jet canyon run. This demo has displayed some of the best 3D platforming out there in the indie space, frenetic, fast, free flowing combat, great character designs and a definite commitment to fresh, striking, and just plain cool identity. I know this is a demo so it only gives us a limited snapshot of what the full release could be but honestly, that only excites me more. I want to see these characters shine in a full release. I want to explore the mysteries of this world. I want to take on more platforming bosses and challenges that make you feel like a top gun fighter pilot, expertly and effortlessly, manoeuvring around obstacles and skimming certain death by a mechanical hair. I want to see the clear joy, talent, and deliberate intent that went into this snapshot spread over a larger canvas. And if this demo is anything to go by, then these devs can deliver.

This game makes me feel like a finely tuned, graceful and deadly anthropomorphic piece of military hardware just as promised. I look forward to the full release.

https://store.steampowered.com/app/3744860/AEROMACHINA_TestFlight/ https://meteormagic.itch.io/aeromachina-test-flight

[–] [email protected] 36 points 1 week ago (2 children)

I'm sorry, is this some sort of imperial joke I'm too metric to understand?

[–] [email protected] 1 points 2 weeks ago

Working class Australia too. Dare, Ice Break, and Farmer's Union flow through the blood of every tradie.

[–] [email protected] 2 points 1 month ago

Hello friend. Just want to make sure you're aware of our (admittedly tiny) community here: https://lemmy.zip/c/[email protected]

[–] [email protected] 6 points 1 month ago

EndeavourOS. It's the only one I tried that worked with my sound card out of the box strangely enough...

[–] [email protected] 6 points 2 months ago (1 children)

If that's the actual splash screen that pops up when you try to access it (no, I'm not going to go to it and check, I don't want to be on a new and exciting list) then kudos to the person who put that together. Shit goes hard. So do all the agency logos.

[–] [email protected] 5 points 2 months ago (1 children)

The "real transportation" line would be funnier if the plane was actually real

[–] [email protected] 5 points 3 months ago

I believe in Australia, by law it has to be green, except for parliment house because it'd ruin the aesthetic, so its allowed to be red (take with grain of salt, it's been a while since I went to Canberra).

[–] [email protected] 2 points 3 months ago

"Humane Treatment", " Human rights", "I'm doing this for the good of humanity". When there are heaps of non human species but the writers keep reffering to "human" traits everyone else clearly has.

Azetbur was right.

[–] [email protected] 2 points 3 months ago

Understood, I will continue aware of that distinction.

[–] [email protected] 1 points 3 months ago

Thank you kindly for the advice. I'll look into cachy. I'm sure I can figure it out.

[–] [email protected] 1 points 3 months ago

And here's me using a 15m long HDMI whenever I go to the loungeroom.

[–] [email protected] 2 points 4 months ago (2 children)
It kinda looks to be perfect if I end up going with Fedora (It’s the most recommended so far).

I didn’t quite capture the intent of this sentence. My bad. Would you mind elaborating/clarifying/explaining? Apologies if I’m coming across as obtuse 😅.

Ah, sorry. Just wanted to express that Bazzite seems to fit my needs quite well and that fedora has been recommended to me more than any other repo so far. So if after my investigations I do end up choosing fedora, Bazzite seems to be a good flavor to try.

 

Good day nice people.

I, like many I'm sure, am taking Microsoft's discontinuation of Windows 10 support as an opportunity so switch over to Linux. As such, I have some questions about various things. I have included some context as to my personal use case at the end of the post should it be relevant.

  1. Does the distro I pick matter? There seems to be a lot of debate around which distro is best but a lot of the discussion I've seen breaks down to what each distro comes packaged with. This confuses me as if a distro doesn't come prepackaged with something can you not just install it? Or is there some advantage to preinstalled packages other than mild convenience? Are some components difficult to integrate into your local environment?

  2. One of the more salient differences I've seen between distros has been what the various companies and teams include aside from installed packages (such as snap and rolling out amazon search as a defult search), and the data they choose to retain/sell. Part of the reason I'm switching is due to Microsoft's forcing in of unwanted features and advertising. Is the company that owns whatever distro I choose likely to be a problem in the future? Are there particular ones to avoid/ones to keep an eye on?

  3. I am the sort of person who does like to tinker with things from time to time but I do also want to use my computer most of the time so I'd like to end up using a mature distro. I have identified a few frontrunners in my search but I have seen conflicting information on which of them is "mature" (sufficiently stable so I spend less time fighting my computer than I do using it as well as having a large enough community and resources to help me remedy issues I might come across). Do any of these seem like they wouldn't fit that bill? The frontrunners are: fedora, kubuntu, mint, pop and tuxedo.

  4. Does linux have issues interfacing with multiple monitors? Does it handle HDR okay?

  5. In terms of UI and workflow I really don't mind putting in some time tinkering with the DE, exploring it and getting it how I like. It seems Plasma KDE might be good for this? Please let me know if this is an incorrect assessment. If it is, does it matter what DE I choose? If so, is there something you could recommend for my use case.

My use case: I have a Nvidea build (RTX 2080). I have heard this can be an issue with Linux. I also have intermediate experience with linux through university and my job (with servers) as well as tinkering with SteamOS.

Things I use/do on my PC (roughly ordered in terms of priority):

  • Gaming including emulation
  • Firefox
  • VLC
  • Spotify
  • Discord
  • Godot
  • Visual Studio
  • Git
  • Photoshop cs6, audacity, davinci resolve
  • Misc "Tinkering" (Handbrake, dvd burners/rippers, Really any weird thing I come across that I want to tinker with)

Thank you very much for your time and help in cleaing up my confusion.

 

GOG Dreamlist is an initiative by GOG to judge what games are added to the platform.

Games on GOG are DRM free, contain offline installers, and are maintained to be always playable in the modern era.

I know the Ace Combat games are pretty far down the pecking order and licencing restrictions may make this impossible but on the off chance these games could be preserved forever, it's worth voting.

 

Sauce for original image: https://www.reddit.com/r/acecombat/comments/cvxvla/world_map_i_think_its_finally_finished/

I really like this map. It's the most detailed map I've been able to find.

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