Rating of
3/5
Super Flappy Meat... Oh Boy?
Chris Kavan - wrote on 02/21/17
Having pretty much run out of every other couch co-op multiplayer option, I reluctantly joined in to give Badland a try. I admit, the first time around I had a lot of fun as the first "Day" was rather fun (other than one particular level) and despite the massive amount of death, I thought it worked well (for a short burst anyway). However, Day 2 revealed the true nature of Badland and fun went right out the window as it progressively grew harder and more frustrating. For those who like to be tortured, by all means invite your friends and family to enjoy this game.
Presentation: The game utilizes the stark black on white that was popularized by Limbo and has since been rehashed countless times, each time to lesser effect. In any case, while there is nothing inherently wrong with how Badland looks, it also feels overused. Also, in later levels, the blacks can totally wash out the screen, meaning you are literally flying blind and better hope you remember that flash of whatever it is will kill you in a second. The game consists of plenty of sound but no music - usually the sound of you dying in various ways (cut up, crushed, exploded, etc). In any case, it is average at best.
Story: If there is one, I didn't see it as essentially the game consists of guiding hairy, flapping Clones through levels, getting sucked up by a pipe and then clearing the next level. Beyond a sense that this takes place in some kind of run-down world (what with the random bombs, saw blades and crushing gears to worry about) there is no other lore or story or anything to go on, hence it receives no score.
Gameplay: As far as I can tell the game seems to combine the random physics of Flappy Bird with the insta-death of Super Meat Boy. While the game is responsive enough for a mobile port, it still feels like half the time you're just along for the ride as you control your flying Clone to the best of your ability. The game auto-scrolls so if you aren't chopped up by a saw, crushed by gears or popped by a random spike, you may just go offscreen for a second or two and die that way.
The game does give you several devices to make things a bit interesting. Your Clone can grow and shrink, multiply by the singles or tens, grow sticky or bouncy or roll along instead of fly. Granted, these come with both benefits and danger. Too small and you risk not being able to move objects out of your way (and die), too big and your fat ass gets stuck behind a barrier (and die), sticky may prevent you from being popped, but it also means you can get stuck on gears (and die) while bouncing around is fun it also means you give up much control (and die) while rolling is just a bitch to control and I always seemed to roll the wrong way (and die). See a pattern here?
The game is mostly good about providing multiple checkpoints throughout levels, but there are the dreaded no-checkpoint levels that seem extra devious to get through - the first day only had one such really bad level, but the second day seemed to delight in torturing you - or giving you checkpoints at the most inopportune places. In any case, Day 1 was kind of fun - Day 2 was just a slog (we only got through maybe a 1/4 of it before giving up).
Replayability: Since the game relies on a scoring mechanic, those inclined can go back again and again and again to best their own or global scores. Those people are called masochists. Otherwise, you have the standard achievements to think about.
Overall: This game is fun only in short bursts as the more you play, the more frustrated you will become (even with friends). This is a game for people who mainly want to challenge themselves with rote memorization and twitch reflexes - neither of which I am particularly enamored with.
Presentation: 3/5
Story: N/A
Gameplay: 3/5
Replayability: 3/5
Overall (not an average): 3/5