Continuing the trend of interesting 2D-platformers, Randall, by developer We The Force, is a Metroidvania-style platformer that focuses more on the Metroid side of the genre. For those who don’t know, Metroidvania is a style of platformer that relies on gated progression and back-tracking. In other words, some areas in the game will be inaccessible until you discover abilities that will allow you to progress further through the game.
Randall puts its own twist on the Metroidvania genre by limiting what the eponymous Randall can do on his own. Instead of giving Randall new abilities, he has to use the abilities of his enemies to accomplish his goals.
Randall takes place in a futuristic dystopian setting where apparently beings that look like gorrilas in space suits have taken over and are using some kind of brainwashing to keep people complacent. In comes Randall, the titular hero who has broken free from the mind-control. Randall is a highly athletic guy who looks like he’s been in a brawl or two, but his fists alone aren’t going to get him out of the prison in which the game apparently takes place. Luckily for him, Randall has the ability to control the minds of his enemies. With this ability, Randall can utilize whatever strengths his enemies might have against them. Can’t make it through that hallway filled with spikes? Mind control a flying enemy and cruise on through with ease. Too many guards in your way? Mind control one of them and use him to fight against his comrades.
In my playthrough of the demo, I encountered a few scenarios that illustrated the necessity of mind-controlling enemies in Randall. I came across an area that was covered in spikes, and the only way to make it through was to mind control a nearby guard and sacrifice him so I could make the jump on to the wall that was originally out of reach. Yes, much like sacrificing Yoshi in Super Mario World to give yourself a second jump, I needed to use a guard as a jumping off point to make it to safety.
I also came across another hallway that was just to low for me to crawl under, not to mention the ceiling was electrified. Luckily for me, however, there was an enemy that could burrow into the ground nearby. So naturally, I damaged the enemy enough to stun it before I mind-controlled it and traveled underground to the next area. In order to mind-control enemies you have to hit them with Randall’s stun move to render them defenseless to Randall’s mind-control.
When the demo ended, I wanted to play more of it, but unfortunately, that’s exactly what a demo is for. I got a taste of what Randall offered, and I enjoyed my time with it. I guess if I want to play it some more, I’ll have to wait for its 2016 release.