Game Reviews

Return Zero

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Return Zero
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Developer We came From Mars's debut release, tunnel racer Return Zero, seems to tick all the right boxes.

You're piloting a nippy little craft through a world whose visuals riff unapologetically on Tron, weaving like a slalom racer by tilting your phone.

But although Return Zero conveys a fair sense of speed, the number of jarring design decisions makes it difficult to recommend.

The overriding impression is one of a game where every part of it's been done better already.

Zero tension

Your aim is to reach the end of each course as quickly as possible, with every obstacle - bar the blue gates - slowing you down.

With the over sensitive tilt controls, this ends up being a very frustrating ride.

Most endless racers build tension through the idea one slip-up will cost you the run, period. You know you can get started on a new attempt in moments, so it's never that much of an irritation.

You can't die playing Return Zero, but crawling through the game in fits and starts while you try and learn the courses doesn't seem worth it.

The mere inclusion of a brake button feels like a mistake too, when these games are supposed to be about white-knuckle thrills.

Let's do the timewarp

The retro aesthetic itself doesn't hold up for long. Despite the levels becoming increasingly complex, each new world is just a palette swap.

The morphing walls and floors do nothing except distract you, and the single chiptune piece on the soundtrack grates extremely quickly.

You can get the hang of the loose controls with practice, and find some amusement in going so fast time turns backwards. But something like Hyperbees's Speedx 3D corrects every one of these flaws and then some.

Return Zero looks good on paper, but it doesn't do enough to turn its big ideas into a decent game.

Return Zero

Return Zero looks good and offers some entertainment, but it's too simple, empty, and poorly thought out to be worth sticking with given its competition
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Matthew Lee
Matthew Lee
Matthew's been writing about games for a while, but only recently discovered the joys of Android. It's been a whirlwind romance, but between talking about smartphones, consoles, PCs and a sideline in film criticism he's had to find a way of fitting more than twenty-four hours in a day. It's called sleep deprivation.