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Capsule Review: Race the Sun

An endless runner with a compelling atmosphere. Deaths are slightly too spectacular and flow-disrupting, but the mission-based unlock system means they are also the only way to get access to new mechanics - despite the game’s continual navel-gazing about the inevitability of failure, failure is the only way to progress. As a result, the pacing feels slow and oddly forced - rather than honing skill on a well-tuned challenge, it feels like running laps in an incomplete game in order to earn the next piece. For example, the first few runs are guaranteed to be cut short by running out of time when the sun sets, because you have to unlock the pickups that extend your time by raising the sun - after unlocking them, I never again lost due to running out of time. Some runs later, I crashed because I went through what was obviously a gateway - but I hadn’t yet unlocked the gateway mechanic. If the game didn’t force you to spend so much time on an incomplete version of itself and if it were a little harder to die, the core gameplay and aesthetics would be great at creating flow.

I Stopped Playing When: I played long enough to unlock all the game’s actual mechanics, though the weird pacing and sophomoric philosophizing between runs hadn’t created much good will along the way. I found death was still a little too easy and broke me out of the game too much, so I put it down.

Docprof's Rating:

One Star: Not for me. While there might be someone out there who'd enjoy this game, I was actively repulsed by it or just found nothing to latch on to.

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