Review of Gimmick 2.

Initial release date: September 5, 2024

Developer: Bitwave AB

Platforms: PlayStation 5, Nintendo Switch, PlayStation 4, Xbox One, Microsoft Windows, Linux, Xbox Series X and Series S

Series: Gimmick

Genres: Platform game, Adventure

Publishers: Clear River Games, Sun Corporation

Engine: Unreal Engine 4

Gimmick 2 pointed up a flaw with how you approach difficulty as a reviewer. You don’t want to trash a game for being too difficult when everyone else breezes through. That’s quite an embarrassing moment. After all, reviewers are not known for their skill as players. My measure of difficulty is to examine a sample of deaths and assign blame: did I make a mistake, or did the game screw me over? I’d put Gimmick 2 in the first camp, though it’s a tough call.

That is because Gimmick 2’s main gameplay mechanic is both a blessing and a curse. Its gameplay is physics-based, thus you can perform trick shots. You can also make a mistake and end yourself scrambling to figure out what’s wrong. Still, Gimmick 2 is a sequel to a game from the early 1990s, and the craziness is appropriate for the era. Fortunately, it has been updated with new features and works flawlessly. Gimmick 2 seems like a NES-era game with a fresh coat of paint.

Star Power

Yumetaro, a small green blob, returns in Gimmick 2. He was sleeping comfortably with the girl he lives with when a weird wizard teleports in and kidnaps her. Yumetaro sets out to rescue her, after the night has been completely ruined. He’s just armed with his spunky courage and the capacity to create a star from nothing, which is undoubtedly quite strong. The gimmick is that the star has physics, so you must forecast its bounce and momentum in order to defeat foes and flip switches. When combined with some precision platforming, it provides a great degree of challenge. I quite like it.

It’s a departure from the typical platformer mechanics of jumping on foes or dispatching them by punching a button. Hitting foes before they reach you necessitates serious thought. Levels also make good use of it. You start with easy hopping and switching problems. Towards the conclusion, you’re making a mad dash through a difficult platforming part when you’re suddenly forced to conjure a star and toss it at the correct time. Completing a section effectively evaluates your ability. It helps that Gimmick 2 is easy to operate, and jumping feels amazing.

Beautiful chaos.

However, the mayhem that a physics-based weapon creates might pose problems when the pace drops. For starters, many boss confrontations just create waves of attackers. That’s obviously a cop-out, but calculating your star’s trajectory while dodging hordes of bouncing baddies is plain unpleasant. The single boss fights, on the other hand, appear to have no idea how to counter your star and fall quickly. The star is also the only genuine string in Gimmick 2’s bow, thus some of the middle levels feel a little one-note. Bounced a star while sliding down one slope; bounced them all.

Still, there are plenty of trinkets to find, all of which dress Yumetaro in adorable clothes. They’re usually off the beaten path, so there’s plenty of repeat value here. Speaking of cute, the entire thing is adorable. The checkpoints are miniature presents that open to reveal a balloon shaped like Yumetaro’s face. You can’t be grumpy gazing at that. In addition, the artstyle and soundtrack are very appealing. The world of Gimmick 2 is simply a wonderful place to be. There’s also a nice diversity of levels, though I’m disappointed that we don’t get more foes who aren’t just black blobs wearing different hats.

Gimmick 2: A Thoroughly Pleasant Modernisation

Finally, when you launch Gimmick 2, you will be given the option of playing in gimmick or aided mode. I bring this up for two reasons. To begin, enabling gimmick mode necessitates familiarizing yourself with the platforming – a good idea. Second, I urge you go with gimmick mode. It’s not too difficult; you still have three hits before you die. However, I believe Gimmick 2 is most effective when it challenges you. I died a lot and almost quit some of the later stages, but I always came back. It’s the ideal combination of challenge, speedy respawn, and tight controls.

The lovely atmosphere is simply icing on the cake. In many ways, Gimmick 2 resembles a NES-era platformer that has been dragged through the years to become current. Its design is simple and charming, reminiscent of NES platformers. Then it has precision platforming, similar to Super Meat Boy, before being wrapped in the most pleasing graphics that modern technology can provide. The ultimate product is a difficult, yet occasionally one-note, platformer that will always make you smile.

Review Overview

Gameplay: 83%

Controls: 81%

Aesthetics: 87%

Content: 80%

Accessibility: 78%

Value: 82%

Overall: 82%

A QUIRKY AND NOSTALGIC TRIP!

Summary:

“Gimmick 2” offers gamers a dose of vintage platforming with ingenious twists that distinguish it from its predecessors. The gameplay blends classic concepts with a modern twist, with inventive level designs that test both reflexes and strategy. The controls are responsive, albeit they can be difficult during more severe platforming sequences. The visual approach is pleasantly retro, conveying a timeless vibe through colorful, pixelated elements. With a diverse set of levels and secrets to explore, “Gimmick 2” provides a rewarding experience for lovers of classic platformers searching for a new twist.

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