For me, the second-to-last mission is where the campaign in Capsized really starts to show off its full potential, letting you gleefully bounce, grapple, wall-climb, and jetpack your way around a giant, sprawling area made up of open areas as well as dungeons. All the enemies in the game show up here in large numbers, forcing you to fight smartly, spare ammo, and hunt down hidden weapon caches. The game’s frenetic combat, open-endedness, and physics-based tools all shine here, so it’s unfortunate that it’s also so close to the end of the game.
There are some annoying design choices, too. For one thing, it’s easy to lose your foes amidst all the foliage and light bloom, an effect which I felt was overused. Also, the automatic weapon switching upon ammo depletion often means vaporizing yourself with an unexpected point blank blast of your plasma mortar.
That said, it was quite fun while it lasted. Jesse McGibney’s detailed artwork and the soundtrack, by Solar Fields, are both noteworthy. If Capsized ever gets a sequel (and it deserves one, in my opinion), then hopefully Alientrap can pull out all the stops and make something more epic.
Released: Apr 28, 2011
Price: $9.99
TIGdb: Entry for Capsized