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The Indie Revolution: Taking a Look at the Overlooked #2


On 01/17/2014 at 07:52 PM by Pacario

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With hundreds of new indie games spilling onto the scene each month, it's easy to overlook some of the more deserving but obscure titles. Thus, this blog.

Line Knight Fortix—iPad/iPhone—Bulkypix

One of the unfortunate consequences of the growing indie movement is the large magnitude of copycat games surging through the various marketplaces. The number of Mario clones alone probably number in the thousands, but there are plenty of BreakoutPac-Man, and tower defense clones to go around as well. Fortunately, not all of these games are bad, and a few even provide some novel twists that improve on the original source material.

As is the case with Line Knight Fortix, an entertaining reflex-puzzler inspired by the Taito classic QixIn that original golden oldie, the goal was to fence or “rope off” a certain percentage of the overall playfield by drawing rectangles of various sizes. As the player proceeded, a deadly “squiggle” zipped about the empty spaces, attempting in somewhat random fashion to collide with the currently drawn line. Thus, the player had to constantly decide whether drawing a large shape, which was worth more points, was worth the risk of getting snagged by the squiggle.

Line Knight Fortix maintains the gameplay but switches the context—set in a medieval world, players are now reclaiming their kingdom’s stolen land amidst flying dragons and deadly fortresses armed with cannons. Each drawn line is the new “border” for the kingdom, so to speak, and successfully enclosing an enemy with the kingdom’s boundaries spells its doom. Likewise, these borders allow the player to repurpose turrets that will then fire on the player’s behalf.

Line Knight Fortix

And it’s fun, offering far more obstacles and gameplay wrinkles than its inspiration ever attempted. The graphics, although simple 2-D art, suit the straightforward gameplay well enough, and the music sufficiently compliments the various locales. The controls, however, falter on stages requiring a lot of precise drawing, leading to unnecessary mistakes and thus some unfortunate frustration. Playing on the iPad’s larger screen is definitely recommended.

At $0.99, Line Knight Fortix is a fine contemporary filter with which to remember the past. And thanks to that modern marvel known as the touch screen, this is perhaps the way Qix was always meant to be played. Now, if only Taito would get busy with its own update...

 

Thanks to iTunes for the image.


 

Comments

Matt Snee Staff Writer

01/18/2014 at 02:51 AM

I don't think I ever played Qix.  But I definitely have heard of it.  I was more of an Elevator Action man when it came to Taito....  Wink

Pacario

01/18/2014 at 07:25 AM

Yeah, always enjoyed that one, too. Of course, Space Invaders and Bubble Bobble are what the company is most famous for.

As for Qix, I actually discovered it on the Game Boy thanks to a nice discount way back in the day. Back in those earliest of times, Nintendo was trying to build a library that would actually work well with that dingy screen, hence games like Qix, Alleyway and, of course, Tetris (Qix was published by Nintendo for that system and even featured Mario characters during intermissions).

I'm still waiting for a version, however, that simply allows the user to draw the line with his finger/stylus in real time while avoiding that "squiggle." In Fortix, there's still a delay between the player's swipes and the character's (basically the cursor) actual movements when drawing each segment of the current shape.

Matt Snee Staff Writer

01/18/2014 at 07:41 AM

yeah that's the problem with touch screens.  I love gaming on my ipad, but there's just some games that don't work how they would with analog controls. 

I forgot about Bubble Bobble.  Man, I played the hell out of that.  Music was repetitious as hell. 

Pacario

01/18/2014 at 11:23 AM

If you like Bubble Bobble, I recommend Toaplan's Snow Bros. Lots o' fun.

As for Fortix's control delay, it's actually intentional to increase the game's challenge. Different "terrain" will make the little character move at different speeds, making him more or less vulnerable to different incoming hazards. It works well enough, but true 1:1 controls would have still been awesome.

Cary Woodham

01/18/2014 at 04:54 PM

I have an opportunity to review this.  I should probably request to do so.

Pacario

01/18/2014 at 10:03 PM

I'm not sure what you're asking me exactly, but if you want to review it, go ahead.

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