Retro City Rampage is a love letter to video games and pop culture, and it shows in every meticulously placed pixel on the screen. Brian Provinciano, an independent Canadian game creator, has spent 10 years transporting us to the 1980s. It worked, but the allure of recollections is insufficient to generate a compelling title. Fortunately, it comes with a highly successful, although occasionally little chaotic, gameplay model.
Retro City Rampage’s visual style inspires appreciation and respect. Admiration, because no other full-scale manufacturing has such a consistent style of the NES eight bits. Respect, since you can’t believe how much effort was poured into these pixels to produce such a fantastic result. A vast number of frames and filters are used to give the illusion that we are playing on a CRT TV screen, a vintage PC monitor, or a greenish Game Boy display. And what it depicts is an immensely sophisticated pixel metropolis filled with wonderful treats just waiting to be explored. Brian Provinciano is responsible for almost every pixel in the game. The second artist named in the end credits contributed mostly interludes. Retro City Rampage includes nearly two hours of chiptune music that could perfectly complement the finest 8-bit NES titles. This is the second component committed to third parties by the ambitious Canadian.
While exploring the retro-city, we stumble across references to vintage games, popular culture phrases, and prominent people – both fictitious and real. Then we leap into a green pipe like Mario, steal a bank as the local counterpart of the Joker, and listen to master John Romero’s lessons about the Konami code being the path to genuine power in some pixel temple. The game’s designer, however, does not stop at classics. Retro City Rampage also makes a nod to current, independent productions: if we perform well, the game will reward us with the chance to play as Meat Boy, Splosion Man, or Bit Trip Runner in one of the additional modes. When confronted with such a concoction, one is immediately convinced that Provinciano is to video games what Tarantino is to film.
Retro City Rampage originated as a “demake” of Grand Theft Auto, imagining what might happen if Rockstar’s main title was published on the iconic 8-bit Nintendo Entertainment System. Over the course of 10 years, the game has developed its own personality, with hundreds of flavors, beautiful visuals, and music. But what about the actual gameplay? This one is not dramatically different from the original. As a thug aiming to a big career in the criminal world, we carry out a variety of commands, which generally include planning a demolition, robbery, driving around the streets in a “borrowed” automobile, and playing hide and seek with the police. It’s pleasant, even very nice at moments, despite a few hiccups. While the festival of a thousand and one ideas fits nicely in the game’s setting, the overabundance of aspects in the story is often confusing and makes it tough to grasp all of the allusions contained in this production. Unnecessary peculiarities in game mechanics might be annoying at times. A strong GTA gameplay paradigm could simply be recreated without platforming inserts, odd special items, or humor referencing obscure games or movies.
The game, on the other hand, is really fun, and the sixty missions that comprise the narrative pass quickly, pleasantly, and without irritation. The activities are varied and imaginative, and they, like everything else in Retro City Rampage, are primarily based on motifs familiar from other games, films, and comic books. Once we reach the final screen, and if that isn’t enough, the game offers numerous more unique challenges as well as a free-style gaming option in which we may set goals for ourselves and explore the city’s many corners without constraint.
Brian Provinciano’s work is mostly a comedy game. So, every now and again, you want a startling punchline or an original joke from her. Unfortunately, they are few. Simple humor based on parody predominate. That doesn’t mean we won’t laugh and have a good time. We’ll do it. However, in most situations, the gameplay is accompanied by a half-hearted smile rather than a passionate, loud laugh. It makes no difference. The major draw remains hundreds of themes dear to the hearts of gamers, efficient, consistent styling, and innumerable little yet lovely ideas. They will effectively give hours of entertainment and a wide range of feelings, especially for those who recall exactly what a pencil and a cassette tape have in common.