Reviews

Project Blue | Xbox Review

I used to think I was pretty good at video games. I’ve gotten 100% completion on Super Mario World 2: Yoshi’s Island. I also made my way through the main game of Celeste. Then I sat down to play Project Blue from Toggle Switch and FrankenGraphics, and I’ve been successfully knocked down more than a few pegs. That’s not to say this 8-Bit Legit published title isn’t quality. On the contrary, it’s well-designed; I just suck at it. And I’ll fully admit here and now for everyone to read: I was not able to complete it. We strive to finish every game before reviewing them here at The Gaming Outsider, but I simply don’t have the skill level. Don’t let that stop you from checking it out, especially if you like a challenge.

Project Blue

Escaped Lab Rat

I’m going to break typical protocol and just give you the synopsis of Project Blue as written in its press release:

“Hidden in the outskirts of the Dezone, a secret bio-weapons lab is conducting unspeakable experiments on the homeless youth of that concrete wasteland.

The most promising test subject, codenamed Project Blue, manages to break free following an overly successful bio-energy augmentation.

Now it’s up to you to help Blue escape from Theta Lab and bring down the shadowy multinational conglomerate running Neo Hong Kong!”

Why am I giving you this direct quote on the game’s plot? That’s because it’s not in the game itself. If you want a story for Project Blue, you have to seek out the game’s manual, which is buried within the menu. When you start the game proper, the only text you’re given is “Code Red. Subject B Has Escaped. Evacuation in Progress.” While it sounds like I’m being negative, I genuinely think there’s a nostalgic charm to putting the narrative in the manual. It reminds me of playing NES games as a kid, particularly when I rented games that didn’t include the manual. I had to put together the story on my own.

Project Blue

Speedrunner’s Delight

Project Blue offers 8-bit single screen 2D platforming. If you navigate one screen, you’re rewarded with another until you reach a sub-boss and eventually a boss for each of the four levels. You’re equipped with a Mega Man-esque pea shooter to take out enemies, at least the ones that aren’t indestructible. Outside of that, your only other mechanic is to run and jump. You don’t even have a button for running; you simply gain momentum automatically when you move in any particular direction.

The controls here are very tight, much tighter than anything originally provided on the NES. Each screen has a particular strategy to tackle it, and I found myself staring at each one before tackling it. Often times, I was able to figure out what I needed to rather quickly. Pulling it off requires a completely different skill set. Unlike Celeste, however, there is not a check point after each screen. You’ll have to reach a certain number of them to hit a check point. Thankfully, they’re pretty forgiving, and it becomes second nature to return to areas you’ve overcome in the past. For me, this was a test of patience, slowly picking away at areas little by little making whatever progress I could.

I was happy to discover that this is not a one-hit kill style of game. You’re provided a number of hearts which can be replenished or even increased by finding upgrades along the way. There’s even a weapon upgrade with limited ammunition to make things a bit easier along the way. The bosses have simple patterns that can be overcome with memorization. This is truly a game seemingly made for speedrunners.

Project Blue

Project Blue Final Verdict

If you’re a fan of retro-style games that offer a brutal challenge, Project Blue might be for you. As good as it is designed, the fault falls solely on me and my lack of skill, not the developer. One of my favorite aspects of this modern 8-bit title is its soundtrack. It’s one of the better uses of a chipset soundtrack I’ve experienced in quite a while. It’s also quite nice playing games that look like they’re from the ’80s or ’90s without those annoying slowdowns when a lot is on the screen at once. With that said, I did find it often difficult to distinguish between platforms and the background. That’s nothing that can’t be overcome with experience, however; one could consider it part of the learning process.

Don’t let my lack of ability sway you from the challenge present here. Project Blue is a neat little game that looks and sounds like a game from the later era of the Nintendo Entertainment System. I just hope you have better luck with it than I did.

To hear me talk more about Project Blue, be sure to listen to our October 4th episode of The Gaming Outsider Podcast around the 30:09 time stamp.

This review is based on an Xbox copy of Project Blue provided by 8-Bit Legit for coverage purposes. It is also available on Nintendo Switch.

Project Blue

$9.99
6

The Final Verdict

6.0/10

Pros

  • Simple, Precise Mechanics
  • Clever Platforming Design
  • Good Use of Chip Tune Soundtrack

Cons

  • Unforgivingly Difficult
  • Blending Platforms/Backgrounds Often Confuse
  • Only a Shred of Story
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Scott Clark

Scott has been a fan of pushing buttons since he was old enough to climb up to his father’s stereo as a toddler. His first console was the Atari 2600 back in the early 80’s, and his passion for the hobby shines through his excitement and wish to share his experiences with anyone who will listen. Scott began his podcasting career with “The Official Thread Podcast”, which was dedicated to news, impressions, and general topics about the subject of video games. That coupled with over four years of experience with “The Hollywood Outsider Podcast” has given him the reputation of being the “every man”, in that he gets along with almost everyone he interacts and also doesn’t speak down to his audience.

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