Absorbed is a fast paced, side-scrolling, level based platformer in which you have a gun which can suck in, and then shoot out, just about anything. You’re likely to be reminded of the gravity gun from Half-Life 2, and that could have been an inspiration but the Absorbed gun, like the game that it’s in, operates much faster.

Actually, I’m playing through the developer’s other games on Kongregate now and speed seems to be emphasized in most of them – very quick and short levels. It’s nice. It’s satisfying to blow through ten levels in five minutes, especially when each one involves lots of fast things happening quickly. Feels like you’re really getting things done.

absorbedControl in Absorbed is responsive, as it needs to be, with a couple of caveats: You can’t shoot if there isn’t room for the projectile to appear in front of you, in other words there needs to be some space between you and your target. This will get you killed at least once. A second thing is that levels are all set up on a grid, everything is super linear, except for your projectiles – they are effected by gravity and they curve as they travel. But not very much. They almost shoot in a straight line, and just about every design element suggests that straight lines are the good and proper way for things to move, but your projectiles don’t quite do that. It’s a minor thing but it makes aiming difficult in some cases. I think it’s an interesting point how much the visual design can impact your expectation of movement.

Neither of these are deal breakers. On the positive side of things, there’s not a lot of bullshit here – almost no backtracking to re-use old projectiles, and neither do you have to be very conservative with what you shoot. This, and the fact that you can bypass a lot of puzzles by abusing your own fragile body, makes for a pretty easy game, and a quick run through, but as I said: speed seems to be a theme with this developer and that’s an asset. Going back and earning all the stars offers some additional challenge if you find it too easy the first time. (You earn stars by avoiding death, none of that annoying collection business.)

The developer’s name is Danil Zhuravlev. Like I said, I’m playing what I can find of his now and some of his games are more original than others, but they all show some care put into them. I don’t know why I haven’t heard of this guy before.

I don’t like to be too negative, but Braid pissed me off. It was a decent enough puzzle platformer, using some time-based mechanics which were new then, but in addition to that it was a media darling. Every gaming site was going on and on about this thing, and a lot of their attention was spent on the… “plot.” And there’s reason for that, the game really pushed it – hinting at something profound, keeping you going to the end with the expectation of some insightful revelation. And when you reached the end what you got was really just more hints. It never came together and actually said anything, it just made the suggestion over and over again that there was something meaningful there beneath the surface. After you finished the game you’d spend a little while thinking to yourself that you weren’t getting it, that you just need to to find that thread – the thing which brings together a bunch of jumbled ideas and phrases into something insightful or at least cohesive… There’s no thread. Fucking Braid.

There are plenty of bad games and there are plenty of pretentious games (which are bad), but they usually don’t get the kind of attention that Braid got. That was the big thing, it felt like betrayal in a way. The game made you feel dumb for not understanding an idea that wasn’t there, but you were sure there must have been something there… the critics wouldn’t be fawning all over this if it was just about dicking you around… right?

one step backWell they did and it made lots of money, so now that’s a thing: puzzle platformers with levels tied together by deep thoughts. Fortunately for us, most other developers haven’t latched on to the idea that deep thoughts become even deeper when they don’t make any sense. As a result, despite my snark, some of these are actually pretty decent. I don’t know if Braid was the direct inspiration for One Step Back, there are plenty of similar games, but I am confident that somewhere down the line Braid was influential.

All right, this is too much talking for such a short game. One Step Back is a decent little platformer that’s a little too moody for its own good, but the time-clone mechanic is fun and doesn’t overstay its welcome. The message isn’t a bad one, at least it makes sense, it’s just a little out of place.