One of my favorite aspects of PAX is the opportunity to reconnect with friends and developers I've come to know over the years. Visiting Mighty Yell was undoubtedly a highlight of my trip to PAX West. And All Systems Dance stood out as one of the show's most memorable games. The demo offered a sneak peek into both the battle sequences and puzzle elements, leaving me eager to play more.
For those unfamiliar with All Systems Dance, tune into our interview with Dave Proctor, the visionary director at Might Yell. Set in a future where dance serves as a potent form of resistance, the game pits me against an evil corporation's robotic workforce. Unlike typical combat games, All Systems Dance adopts a non-violent approach; I use dance moves to dazzle and confuse the robots rather than fight them. Interacting with these robots, I need to execute various dance moves to dodge their actions and strategically land on green circles that appear on the floor. At one stage, yellow circles also emerge, offering a chance for some freestyle dancing. The gameplay is seamless, with each move fluidly transitioning into the next without any awkward pauses or technical glitches—a truly smooth experience.
From what I gathered, as I progress and level up in the full version of the game, I’ll be acquiring new dance moves. However, in the demo, I was introduced to a variety of moves to experiment with. These moves serve more than just the purpose of defeating robots; I utilized them to roll under gates, jump onto platforms, and hit triggers to open doors. I even employed the dance moves to traverse the levels more quickly.
After the demo ended, I wanted to play more. From what I experienced, this title has potential to become a contender for a future game of the year for me. I can’t wait to get my hands on All System Dance when it releases.
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