Tag is this year’s Digipen entry into the IGF Student Showcase. Whether it wins or not will be decided later tonight (Update: They did!), but at the very least you can form your own opinions at home!
In the interest of keeping the front-page compact for GDC goodness: Continued in the extended!
So ‘Tag’ is roughly a first-person platforming puzzle game. Your character is capable of very few actions himself, only the ability to walk and look around. So, in a socially irresponsible fashion he must rely on the power of substance abuse to escape this monochromatic misadventure.
What this means without my poetic license, is that your character has a paint-gun which you can collect three kinds of paint for. Each kind when sprayed upon an area will imbue it with certain qualities. Green paint will cause you to jump, red to speed up and blue to stick to anything it’s attached to. It’s a simple play of powers, but it’s one that works quite well.
The problem with the game is that it holds your hand an awful lot. I’d understand this if the developers were trying to show their tech off to as many people as possible, but even the technique of ‘wall-jumping’ is spoiled for you by a massive sign next to the puzzle its required for, completely pre-empting your own identification that there was even an obstacle there to begin with. It does loosen up later, throwing in satisfying leaps of faith and a rather inspired set-piece around a train, but the refined simplicity of the gameplay makes the earlier tutorials seem entirely redundant, and only serves to shorten the length of an already bite-sized game.
This isn’t to say it is bad by any means, its a suprisingly well formed game where I never once found myself having to restart and progression was always smooth and entertaining. The paint system is a clever tool which makes first-person platforming far more fun than the perspective should allow, and the stylish visuals are only made more impressive by the fact that I never once saw my paint fade from the walls. Even after creating a hell of a mess in an attempt to create post-credits fan art.
It’s easily worth your time and hard-drive space (though the Pixel Shader 2.0 requirement does alienate some gamers), and I’m glad to see the students of DigiPen are as reliable as ever. You’ll be snapped up by Valve in no time! Probably.
(Thanks go to Destructoid and especially to Anthony Burch who has been covering basically every indie-related GDC moment this year.)
Good luck at the awards everyone!