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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.
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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.
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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.
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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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