In Retrospect from Paper Salamander Games is a quaint 2D auto runner where you’ll be brought along on a journey of reflection through the fantastical memories of a cosmic helmet adorning space-person. Gathering your recollections and piecing together what type of life you led is only half the battle, because you’ll have to hone your platforming and obstacle avoiding skills to get you there!
Before getting the opportunity to actually play In Retrospect, it was its creative take on the typical platformer shenanigans that had me intrigued. I liked that the story, and even some of your abilities, could be affected by the types and quantities of items you collected as you progressed. I mean, I’m a long time fan of all things in the platforming genre, but thinking outside the box like that has the potential to make a good game, great!
The game was also boasted to have its gameplay synchronized to the background music, similar to what you might find in a game like Crypt of the Necrodancer, which always makes the action on screen feel super satisfying. Although, it wasn’t apparent (at first glance) how this would be integrated into the gameplay, at least based on watching the game’s trailer. And the only way to find out was to fire it up!
In Retrospect features everything we’ve come to expect in the platforming genre. You can jump, there are platforms, and there are obstacles to dodge. Meaning, all the classic mechanics were present and accounted for. Outside of initially trying to remember what directions on the D-Pad triggered which abilities once I unlocked them, it all controlled without a hitch. Plus, as I was introduced to new mechanics I was given an opportunity to try them out before being thrown into a stage where they were utilized. Something I greatly appreciated.
Aesthetically, In Retrospect may be simple, but it most certainly has its charms, especially with the cute design of the character you’ll be controlling throughout. In particular I admire the effort put into making the game’s visuals readable by outlining objects using various colors to make them stand out and/or to warn you if they’re hazardous or helpful. However, there were some instances where it felt like I was being thrust through a mishmash of ideas with no rhyme or reason. But I guess that also plays into the crazy hazy recollections of one’s memories. And this is all tied together with the game’s wonderful soundtrack, which had me bobbing my head to the beat as I played. Unfortunately, those fancy tunes had no bearing on the actual gameplay, nor did they synchronize with the actions I was performing on screen. Minus maybe a coincidence here and there and during the horribly disorienting flashing effects featured in one of the later stages.
Nonetheless, what really made In Retrospect stand out to me was its utilization of unique mechanics as you progressed through the game. First, you begin with only being able to jump, then you’ll be able to float, and swim, and eventually shoot rockets in a big robot! All culminating into a pleasing flow as you string these abilities together in order to collect items and keys, and avoid enemies. Then there’s the collectibles themselves which don’t just grant you points, and maybe an achievement, but also unlock fun perks that’ll help you in the upcoming stage. And of course, they’ll also aid in determining what ending you’ll be rewarded with based on which of the collectibles you found the most of. The only real complaint I have about this portion of the game was that it was never really communicated to you what you had the most of, so that if you wanted to change course, you could focus on something else.
One thing I’m confident in is that In Retrospect ultimately left me feeling satisfied. Even though after completing the game I was unsure if I wanted to replay it, I found myself jumping back in to see what other abilities I could unlock if I focused on particular items. It was fun being surprised by tips about an upcoming stage, getting additional health, being able to trigger a temporary shield, or even gaining access to a shop where I could buy perks for my upcoming run!
However, there were some particular moments like the nauseating rotation effects, and eye searing flashing effects found in a few of the stages that prevented me from wanting to go all the way for a second time let alone a third, or fourth in order to roll credits and see the additional endings. Which is too bad, because I was super curious to see how they would be different! But one thing this game doesn’t suffer from is potential replayability, and if those things don’t bother you on your first playthrough, then all the better. And if you want even more after that, you can jump into the challenge stages and compete on the game’s leaderboards. With that said, I’m not sure if I’ll revisit the game any time soon myself, but I’d love to see the concepts found within it expanded upon in a sequel!