This is one of those very rare situations where your parents might be more familiar with a new game than you are. If your parents owned an Atari video game console at some point in their childhood, or even went to an arcade, they may have encountered a little game called Lunar Lander. It’s a pretty basic concept that never cemented itself as a great game, but that’s mostly because the original Lunar Lander didn’t have many of the newer touches we’ve come to expect from games. This was a technology demonstration from the 1970s that showed that people could create digital entertainment.
But he is coming back. Aatri tapped Dreams Unincorporated to put his own spin on the original Lunar Lander formula in Lunar Lander Beyond. This means using modern graphics and practical art, imported narration, various progression elements and game mechanics, but the main game and the main game are very similar to the it was forty years ago.
Now this is good and bad. I say this because Lunar Lander has never had great gameplay, and despite the visuals of Unincorporated Dreams and other new features, none of that can hide the fact that Lunar is not a very fun game. Lander. The idea is that you travel around 2D levels using a ship that uses a series of momentum-based physics, avoiding dangers and hazards, picking up resources along the way, and eventually ‘ landing in a certain location after completing a series of objectives. It’s a very basic concept that never goes beyond what we’ve come to expect from the game over the years, and the problem isn’t so much with simplicity as that it feels clunky and frustrating. There is no sense of flow or excitement, it’s just hard work, regardless of the mission objective, the ship or pilot you choose, the upgrades you choose, or even where the level is.
Here’s a hint:
Fortunately, Lunar Lander Beyond doesn’t overstay its welcome (or, if you think a few hours of play is too long, it probably is). There are only 32 levels spread over several different locations, and each level usually only takes a few minutes to complete. The game time doesn’t even extend that much if you want to complete all the challenges at hand, because to get the elusive gold coin in each level you have to complete the level faster than the set time, and you will not take damage from any vessel. Trust me, despite the simple level design, it’s a nightmare a lot of the time because of the unmanageable mechanics.
As I said before, Dreams Uncorporated tries to paper over many of the basic flaws in the game’s armor. Now there is a narrative here, and while it doesn’t really engage the player, some story elements are much better than none. The different types of ships alleviate some of the control issues, and the different pilots you can find and use, as well as how they tie into the game’s weight system, make how you approach each level much more important. Basically, the idea is that if your ship takes damage from hitting something, as long as you can repair that damage by finding health packs, your pilot will retain the permanent stress from the crash, a Failure to spend money and time will affect their performance in practice. to reduce the stress. Couple that with a decent and accessible upgrade that makes it easier to traverse the levels, and a series of difficulty sliders to use the experience to suit yourself, and you’ll see Dreams Uncorporated strive to Lunar Lander Beyond to make it more complete than Lunar Lander and a magnificent experience.
Here’s a hint:
But that doesn’t change the fact that this game just lacks the fun factor. Lunar Lander Beyond struggles to keep players entertained and engaged, mostly because the basic and basic gameplay feels dated and slow. While we can all thank Lunar Lander for being the precursor to Asteroids, unfortunately, in 2024, it makes me not want to play or get back into the game.