Sunday, November 13, 2011

Game Review - 'Comix Zone' (Released January 1 1995, GEN/PC)


It's remarkably rare that any game is completed exactly how it was imagined. The limitations of budget, time and technology usually take their toll and a title will ship while it's designers regret all the things they couldn't achieve. Then again, it's equally rare that a game is as clearly and elegantly conceived as Peter Moraweic's 1995 classic 'Comix Zone'. The original pitch animation could almost be a clip from the finished product, only it was made three years prior. It goes beyond just showing off the striking and dynamic art style, demonstrating many of the ways that gameplay could also be directly derived from it.

You play as Sketch Turner, an illustrator who finds himself sucked into his own comic book. Soon he realises that the story is not quite as he remembers and is now being written by the evil Mortus, a villain who has switched places with Turner and escaped from the book into the real world. Now trapped within his own artwork, Turner works through each panel, fighting the monsters drawn by Mortus, solving puzzles with his pet rat Roadkill and shredding up all obstacles in his way. It's the sort of premise that's so obvious yet so good, it's astounding that it wasn't done before.


The game about as visually striking and ground-breaking as any side-scrolling beat-em-up has ever been. The art design is sharp and colourful, offering original characters and locals but with all the classic pulp of their inspirations. Dialogue bubbles and sound effects are dropped in seamlessly and complete the aesthetic in an elegant and stylish fashion. The way Turner and his foes interact with their environment is simply awesome. Sometimes you'll hop over a border, then kick a mutant through the next one before tearing back the paper to reveal a hidden power-up. The progression is linear, but occasionally branches, offering alternative routes to the same goal. This gives the game moderate replay value if you want to see every corner of the levels, but sadly you can't turn back and explore the page freely for yourself.

The borders of its pages may not contain 'Comix Zone', but sadly it can only go so far before it hits the technical borders of the ageing Genesis. This is a short game, even by the standards of the era, and it's been made overly difficult to compensate. There are no saves, checkpoints, or lives and continues are delivered only twice. If that isn't daunting enough, there's the small matter of a health bar tied directly not only to the player but to the environment itself. Every door you tear down or block you bust open costs you precious life, meaning you can survive a fight only to be killed by removing an obstacle in your way instead. It's certainly an interesting mechanic and creates a genuine fear of moving forward, but it completely clashes with the bombastic tone of the game it's a part of. 'Comix Zone' is so bursting with visual flair and hidden secrets you'll want to explore it all, but this feature actively discourages such behaviour instead. If the game was more forgiving with health or a lives system then this wouldn't be an issue, but the overall effect of both coupled together can be a bitter pill. That short length also means there isn't much variety to be found once you scratch the surface, both visually and mechanically.


While everything that's here is excellent, I found myself just wishing there was more as the possibilities of this setting are almost endless. One of the best, but underused elements of the visual presentation is the ever present hand of Mortus who reaches across to draw in new enemies. I wish he did more as the idea of an omnipresent antagonist with the power to alter reality to it's whim could lead to inspiring sections of challenging level design. Alas it never does and as with all of the mechanics and concept at play, it never evolves beyond it's basic function.

To the developers credit, the game is squeezing the most it can out of its hardware. The finished product was twice the physical size of 'Sonic the Hedgehog 2' for instance, with numerous graphical elements that had to be compressed and generated mid-play. There are an abundance of dynamic animations and environmental effects that bring the pages to life as well as some light voice over work to boot. The technical ambition on display is admirable, I only wish someone at Sega could have recognised the potential for this game on their new 32-bit Saturn platform. It could have easily benefited from more power supporting it's bold vision, or at least could have been followed by a superior sequel.

As it stands though, 'Comix Zone' is one of the most memorable experiences on the Genesis and one of the key games the platform is remembered for. It may not have offered much beyond it's central ideas, but these are all crafted with exceptional skill. A rare example of a game with astonishing synchronicity between it's art and mechanics.

Rating: 4.5 Stars

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