Monday, April 23, 2012

Review: Space Chem


Space Chem
PC (Steam)
Publisher: Zachtronics Industries
Developer: Zachtronics Industries
Release Date: 2 March 2011

Every now and then, an Indie title comes along that does nothing by the books and isn't afraid to be a niche title. Last year saw the release of a title like that: Space Chem. Games like this are so much more than the description as a “Casual, Indie” title with “Over fifty mind-bending puzzles” as Steam has it. Some folks would see the “Casual” bit and keep on walking. Or, they might be intrigued by it and think, “Yeah, I like Bejeweled!” Both options would be mistakes. This game is like nothing you've ever played. And it is strangely and awesomely addictive for it.

Making water: so simple
The premise of the game, like all good puzzlers, is simple: build the required chemicals and deliver them to the waiting trucks. Simple, easy, no sweat. However, that's where it all goes wrong. Instead of building chemicals by matching three identical pieces or forming color chains, Space Chem actually expects you do chemistry. Players are tasked with using a series of pathways, bonding nodes, simple commands, and the necessary elements to create a finished product. The rules are simple, too. Each space on the board (there are eighty total) can only contain one command (multiple paths are fine), the elements cannot collide with each other or the sides of the reactors, and you must recreate the chemical correctly (bonds must match the picture). Once done, the finished chemical must be dropped in the correct zone on the board to be loaded into transports. The rules are not what makes this game so hard, it's following them.

Take a relatively simple chemical: NaCl, our common salt. To make it in the game, the two must be bonded twice. So, as the alpha path takes the Na and begins to move about, beta path must grab the Cl. Then, they must pass through bonding nodes at the same time. Once done, one path must let go lest the bond be broken and the other must deliver the finished piece to the exit. After dropping the finished NaCl piece appropriately, a “Pick Up” node must be in place so that the product is released to the transports. Now the paths should work back to their starting points and the cycle can begin again. Nothing too strenuous, right?

Building up and breaking down molecular bonds are keys to this game
Well, that's where the game throws curves at you. The starting points are set, as are the appearance points of the elements. Since each panel can only contain one command, you have keep pathing in mind. It might seem silly to send one piece out of the way for a bit and then loop around, but if it avoids collisions and allows for the “Grab” and “Drop” commands to be placed for both sides effectively, all the better. While the board seems large, it quickly fills up even on the simpler puzzles and some seriously lateral thinking may be required. Even early puzzles will require the use of the “Pause” nodes, all of the “Grab/Drop” variants, “Sync” nodes (which means one piece waits for the other to reach a matching “Sync” node before continuing), and a lot pathing that seems to wind all over.

The game keeps tally of how may times you fail and how streamlined you keep the operation. Scores are awarded accordingly and players are compared to each other. Some stages require players to meet energy demands by keeping the operation as simple as possible. Others require a reactor to make one set of chemicals that are bonded in another reactor to even greater chemical compounds. It's difficult enough when you are working with one element, but an already bonded chemical? Well, then you are taking into consideration size and potentially hitting the walls if you are not careful. It gets very complex very quickly, but that is part of the charm. Engineering minded people will fall in love with this game, and will later hate how it will dominate their free time.

Bonding gets hectic rather fast
I have only played the demo (a rather meaty one at that), but this is one game I have to recommend. I was frustrated often, rage quit more than a few times, and yet I always came back. Like any good puzzler, when the answer comes you feel rewarded for solving it. Space Chem is not an easy game. Things are simple in the tutorial, but as soon as you leave the confines of those levels, the game does not hold your hand. Levels are challenging, infuriating, and sometimes downright mean. I lost track of how many times I wiped a reactor clean to start fresh because I could not figure out where I had gone wrong. I would fume, leave the computer, and rage. But, strangely, I kept thinking about the game. I kept coming back to the puzzle that frustrated me, and I kept running simulations in my head. Eventually, I would have that “Eureka!” moment and I would be back in the game trying my idea. When that failed, I was always galvanized to keep trying, convinced I was on to something.

Sometimes you have to build to destroy
I cannot recommend this game to everyone. If puzzlers are your “thing” and you did not dread chemistry class in high school, then by all means drop the $10 for this gem. Included in the full game is a weekly challenge lab and the DLC to keep the fun going.  You get a ton of content for your money with this game.  If you are not a fan of frustrating puzzles, I suggest you ignore this title. Those middle ground folk, like myself, should give this game an honest try. It is infuriating, hard, and unforgiving; but I certainly had my fun with it. I will be buying the full release and slowly working my way through the game because it is a rewarding experience. It's a “thinking person's” puzzler for sure. What Zachtronics Industries has done is create an interesting and unique take on the puzzle genre, and for that alone we should be thankful.

Score: 7 out of 10
Bottom line: This is one puzzler that will break you, but it is worth the struggle
Check it out if you like: Puzzlers, chemistry, engineering

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