Game Review: TESLA Force
Speed is the key to this frenetic twin stick shooter. Tesla Force is set in a Lovecraftian world where the likes of Nicolai Tesla, Marie Curie, and Mary Shelly are steampunk gun toting versions of their real world counterparts. This game is currently still in Alpha, so not all the features were available for this review, but at game start, Tesla and Curie are playable characters, and others can be unlocked.
Game play is quick, with responsive controls. This is good because the enemies can sometimes overwhelm very quickly, and I never felt that failing a level was due to not being able to execute a specific maneuver. Each level is procedurally generated, and the goals vary, from hunting down items, defending points, or timed survival. The game's crystal based currency can be used to unlock weapons, perks, or abilities before starting a new game, and crystal currency carries over between playthroughs, giving the game a rogue-lite feel. However, the weapons and abilities can also be found as pick ups in the levels, so the only advantage to buying them early is to start with a stronger advantage. This can be important, though, because health remains consistent between levels, so a brutal early level can end a playthrough early.
Tesla Force also uses a timer to determine danger level that persists between levels. This adds to the game's frenetic feel, forcing players to have to make split second decisions between hunting down a more powerful pick up or moving to the next level to keep the danger level lower.
The game’s 3D models are well done, with bright neon colors contrasting well with the muted greens and browns that are typically associated with the 1930s Cthulhu motif. From the fish men of Insmouth, cultists in robes, small versions of cthulhu himself, and others, the enemies are easily identifiable and distinct from each other. The illustrated art for the game is less well done, oftentimes feeling amateurish, but none of the illustrations are critical to the game itself, and the game does not suffer for it.
Weapons are varied and each one that I came across has a distinctive feel. Some weapons are clearly superior to others, but the weapons tend to fall into different styles, and you’ll often pass over a pick-up to keep a weapon you favor, which thankfully also carries over between levels.
The procedurally generated levels ensure that the gameplay doesn’t get too repetitive. If that sounds like your type of game, then this is a quick fun game that randomizes things enough to keep things fresh and is easy enough to jump on and play a few levels or sit down and play through a whole chapter.
-The Clever Coyote