Klang! is a rhythm game developed by Tom-Ivar Arntzen, CEO of Tinimations, and with music composed by Jordan Steven, a.k.a bLiNd who specializes in remixed EDM music mixed with class game soundtracks. You can check out some of bLiNd’s work here. The character designs were inspired during Tom’s study of human anatomy and has a heavy Greek/mythological feel which is pretty epic. You can see some truly mesmerizing statues in the environment as you progress and you won’t be punished for taking a few moments to take it all in unless you happen to stand in the seemingly harmless orange bubble stream. Keeping to the theme of music, all characters have something that resembles headphones and the player wields two giant tuning forks as your weapon of choice which reflect attacks back at enemies. At least I assume it’s going back and hitting them since I would probably die by the time I watch it go back.
There is an intentional lack of any sort of HUD as indicators are all based on your surroundings and color scheme. For instance, as your combo meter climbs, the lights and color schemes will change and become increasingly more dramatic changing from a calm blue to a pulsing pink and orange (seizure warnings!). Conveyance is also a huge factor and the game does an excellent job of teaching you through trial and error. If you have watched the Sequelitis series, you will definitely appreciate the message that is sent regarding the level design seen in the Megaman X series which are incorporated into Klang!. You aren’t treated like a five year old that has never touched a game before and it is very rewarding to figure out and nail a sequence.
The game can get overwhelming very quickly if you’re not prepared. With the removal of the HUD, the player is able to focus more on their surroundings since eventually things will start coming at you from all sides in addition to environmental hazards which doesn’t really allow you time to dawdle. True to a rhythm game, you better learn the beat fast and just keep an eye out for attack directions which will be coming from all sides. Yes, that means diagonally too. Initially, you will just be using the ABXY buttons and using left trigger to jump but by the time you encounter the first mini-boss, you are introduced to the almighty right analog stick which gives you the ability to repel in any direction in rapid succession and enjoy the visual effects bursting around you.
One potential area for improvement is that all the things mentioned above are seen only during combat, which is removed from the rest of the level. Only harmful attacks appear to the beat so your character really just has free reign in any exploration mode. That said, you spend the majority of your time in combat and they are perfect; things really start bumpin’ once you start chaining those combos. The bonus is that the music never stops. If you’re into rhythm games, this is definitely one to keep an eye on! You can view the trailer here.
See you next game! -DecoyEC has logged out.