Developer(s) – Squashy Software
Publisher(s) – Idigicon
Designer – Anthony Flack
First released back in 2002 and then later ported to a wide variety of different systems, Platypus is a scrolling bullet-hell shooter that makes use of digitized sprites and scenery to create a claymation effect, similar to games like ClayFighter and Skullmonkeys. When I first picked this game up some time ago, I first got the impression that it was a particularly unassuming title, as it was insanely cheap and the box art looked quite substandard. But when I started playing it, I was immediately enthralled with it and largely taken aback by just how good it is. When I subsequently did my research on it, I later found out that not only did it spawn several ports to different consoles and even mobile phones, but that it also got a sequel five years after the release of the original. Researching this game also made me understand what a labor of love it is for many different reasons.
Graphics – 8/10
To reiterate, the game adopts visuals inspired by claymation, making it a particularly quirky-looking title. It’s vibrant, colorful and it also has a decent amount of variety in both level and enemy design. I was also ready to argue that the game’s first two levels look somewhat similar to each other but after finding out the process behind the making of this game, I knew that I would’ve been far too over-critical. The game’s designer, Anthony Flack, cited that at the time of the game’s development, there had been limited availability of plasticine in his home county of New Zealand. Therefore, he used one lump of it to create every scenery element and individual sprite within the game, photographed them one by one and used photo editing software to color them in various different colors. Personally, I’m amazed the visuals of this game were essentially the work of one man and how well it panned out given the outlandish creative process behind it. The soundtrack is also particularly impressive, comprising of remixes of tracks from old Commodore 64 games; it’s a pretty tokenistic thing for any Commodore fans playing the game who may spend time trying to figure out which game each individual track is taken from.
Gameplay – 8/10
The game is also particularly fun to play; albeit challenging. It plays out very similar to the likes of Defender or Gradius, with players able to grab a variety of different power-ups throughout in order to gain a foothold against hordes of oncoming enemies. But what makes this game different to the aforementioned examples is that the power-ups, throughout certain instances within the game (especially the boss fights), become more or less a necessity, adding to the game’s sense of challenge. It’s difficult but not inaccessible, as although players may struggle at first, the general strategy is simple enough to exploit. The boss fights in each level are also pretty well throughout. For example, I couldn’t help but wonder whether or not the first boss fight was inspired by the Forever Train from Star Fox 64.
Controls – 10/10
As I always point out with games like this, what cannot be tolerated in a game that relies heavily on individual skills to get through are problems with the control scheme because, in a massive way, it negates the point of having a challenging title and makes it pretty much unplayable. I was very happy to discover in this game that there are no issues with the controls, which although was to be expected since the formula has been tried and tested for many years throughout various generations of gaming, it’s always reassuring when a player dies in-game, it will be down to awareness of their surroundings whilst playing.
Originality – 8/10
Although this wasn’t the first game to use digitized sprites or even claymation, Platypus is one of the games that make players think that it’s far too distinctive to be unheard of on an unjustifiable scale. It blends classic side-scrolling shooting action with a quirky, colorful and unique art style, which certainly will have made it stand out within the circle of independent PC developers throughout the early 2000s and it’s still an experience that remains quite distinctive today.
Overall, Platypus is a fun, great-looking game with a great deal to offer in terms of both and replayability. It’s a game that I thought would most likely be another write-off from the word go, but it ended up being something far more special than that and I whole-heartedly recommend it.