I must admit, when I first read about Radio Flare Redux, I was not impressed. While I appreciate its artistry, I’m not a fan of techno, club or house music (which I’ve never heard in any house I’ve been in). Neither am I a fan of any activity which could cause my retinas to pop (out or otherwise). That said, my expectations going into this game were admittedly low. The game, however, would prove me wrong (and keep my retinas intact).
Radio Flare Redux is the anticipated successor to the hit debut from Studio Radiolaris, Radio Flare, which was a finalist in the 2009 IGF Mobile and IndieCade competitions.
Radio Flare Redux is described as a “highly stylized, side-scrolling, multi-touch shooter” which claims to “redefine the shoot-‘em-up and rhythm action genres,” utilizing the iPhone/iPod Touch’s multi-touch capabilities:
At the beginning of each level, the game screen lists the “Track Title” and “Artist.” The upper-left screen contains the pause feature, the score/score multiplier and the length of the song track. Level play time is defined by the length of the song.
The upper-right corner contains the player’s star-status indicator: Each level begins with 5 “empty” stars. As you gain points, you gain life and your stars slowly fill until they’re all completely full. Each time you die, however, a star (whether full or empty) is taken away and that’s one less life available to you. If you run out of stars, the level ends.
There are six “pick-ups” or upgrades available during play. When a player “picks up” one of these items, it is used immediately/ automatically, i.e. the player does not have the option of using the item when he/she wants:
In order to advance in the game, players need to earn at least three stars for each level. At the conclusion of each level, players are shown two screens, displaying their play statistics for that level:
You can't go to the next level (planet) unless you've reached a certain point level. On this point, I can say that as a player goes from one level to the next, it does get harder, even requiring players to switch/alternate thumbs.
As stated earlier, game play is fluid and frenetic. The action’s pace is dictated by enemy movement and the pulsing rhythm/beat of the song track. Scores of enemies will target you in waves, requiring dexterity and fine-tuned “thumb oppositionality.” The game play, visuals, and soundtrack, independently, are quality components, but the game’s integration of all three is what makes it so unique.
The game is not without flaws, however. While I had no problems with the game’s controls, some may find they take some getting used to. For example, lifting your left finger from the screen by accident can default your ship’s location to your right finger’s position. This can become annoying, but actually helped me in many instances. As the game and enemy movement progress, you will find your fingers fumbling over and around each other in an effort to quickly dispatch the oncoming horde while remaining untouched. While awkward at first, I quickly learned how to switch fingers to adapt to enemy movement and game play.
Parts of the game became a little mundane, also: While each level’s background, music, etc. are different, the basic template remains the same throughout all levels and the different types of enemies, most of which are little more than cell-shaded, embellished shapes, eventually become repetitive. Also, ironically, one of the game’s “main ingredients,” the sound track, somewhat restricts the game play experience, in that players need to wear headphones (or hook the iPhone up to a good external speaker system) in order to experience all this game has to offer. Moreover, if you use the iPhone’s ear buds/ear phones accessory, the wire (at the jack site) frustratingly impedes your play, i.e. it gets all up “in your business,” so I would strongly suggest using headphones having a 90-degree jack.
Radio Flare Redux is a visually pleasing, charming, addictive, quality side-scrolling space shooter experience whose game play (enemy movement/actions, background animation, etc.) is driven by the rhythm and beat of its quality sound tracks. Its bright, pulsating immersive environments and game play will completely engage you audibly and visually (I was drinking punch and cooking a quiche, so all my senses were engaged), have your head and heart pumping and your thumbs wiggling throughout every level of play. I thoroughly enjoyed playing through its 33 levels over and again.
Moreover, the star unlock feature, combined with Crystal online high score and achievements, give the game high replay value. At $2.99, Radio Flare Redux is well-worth its price and I recommend the game to anyone who enjoys or is looking for a quality, 2-D, cosmic side-scrolling sensory adventure.