Preview by Shaan J.
I’ll be the first one to say that I love rhythm and music video games. It’s refreshing to see a merger of music of all kinds and games; from standard games like Guitar Hero and Rock Band, all the way to hybrids like Rez or Child of Eden.
BeatBlasters III fully embraces its catchy electronic soundtrack and then fuses it with combat and tower defense elements. While the end product is certainly a treat on the eyes and ears, Chainsawesome Games has a way to go before it will have a truly great game.
The graphics and soundtrack make a strong initial impression. The visuals are chock-full of colour and character, and the goofy, cartoon look is something reminiscent of Rayman’s recent outings. The soundtrack, which is more central to the game, is a mix of heavy dubstep and light keyboard riffs, and unless you have a strong distaste for beat-heavy music, you’ll find something to enjoy (I often found myself bopping my head to the music).

After choosing to play as Joey or Gina, you’re tasked with picking up and learning the game’s controls. Both characters have three abilities at their disposal: launching projectiles, conjuring a shield, and blasting around with rocket shoes. Each ability is tied to a gauge that depletes with use, and if you run out of power, you’ll have to refill and recharge before you can use an ability again (don’t worry, jumping, as weak as it is, is free). To recharge, you must hold down a shoulder button, and tap the gauge’s corresponding face button along with the beat, which is pictured by a metronome at the top of the screen. After you recharge your abilities long enough, you can trigger a sort of “Overdrive” mode, which differs between Gina and Joey. Both allow the unlimited use of any ability (for a small period of time), but Gina will be able to fire homing projectiles, while Joey fills the screen with bullet-hell-like fire.

BeatBlasters III is full of potential, and its core gameplay mixes well with the soundtrack and visuals, even if the premise can be a bit abstract at times. Still, its greatest hurdle is the in-game missions, which are a huge disappointment. There’s no release date other than a 2014 window, so there’s definitely time to add revamp the mission structure.
– Shaan J.
Contributor