If ever there were a doubt that iPhone gaming is truly coming into its own, let Mobigame's Edge be the final nail in the coffin of your skepticism.
Like Rolando and a handful of other recent titles, Edge is one of those games that was clearly designed from the ground up to play to iPhone's strengths. It looks utterly basic in still shots -- a series of gradient-shaded boxes -- but seen in motion the game's minimalism creates a slick, sophisticated-looking vibe. The neutral grey world is offset by dashes of neon, tiny accents that emphasize and highlight specific pieces of the game, keeping the player's attention focused on the important elements and keeping frustration to a minimum. The strobing colors remind me of classic arcade games like Defender and Robotron, while the overall aesthetic feels like some Marble Madness-inspired Commodore 64 game that was lost to time, all the way down to the chiptune-style music.
Of course, no C64 title ever moved this fluidly, or looked this crisp. Edge uses the iPhone's dense pixel resolution not to inundate gamers with noisy detail but rather to create a crisp, angular game dripping with style and characterized by precision control. That's no small feat -- moving through an isometric 3D space with nothing but a finger seems like it should be quite a challenge, but Edge makes it feel both painless and easy by stripping away every function except movement.
Like its visuals, Edge's gameplay is an exercise in artful restraint. Players don't have to fumble with power-ups or special moves; instead, the player avatar -- a cube -- tumbles from edge to edge on a fixed grid. Pressing any portion of the screen will cause the cube to tumble in that direction, one square at a time. Rather than placing the burden of advanced maneuvers on the player, Mobigames has instead made that a function of the level designs themselves. Rolling over switches triggers different environmental actions, which can be anything from a rising platform to a pinball-style launcher.
Switches as a game element may be trite, but here they're used to great effect, allowing the intricacy of the level layouts to increase rapidly from stage to stage. Activating a bridge is a cinch; activating a tiny moving platform that threatens to scrape the player into a pit is something else entirely. This is where Edge is at its best -- it consists of more than two dozen stages of spiraling complexity. Before long, you'll find yourself surrounded by swirling tests of split-second timing, rimmed with neon light and demanding razor-sharp reflexes. Yet all you do is press the screen. Edge demonstrates a pervasive commitment to minimalism that allows the action to grow complex without ever being complicated.
If Edge has a downside, that would be its length -- anyone should be able to play through all the stages in about an hour or so. Chalk that up to the game's friendly design style, which offers challenging levels but doesn't go out of its way to punish failure. Fall from a platform edge and you'll restart at the last of the ubiquitous crystals you collected, meaning you'll never find yourself stymied as you replay tricky sections over and over.
Obviously, the creators didn't intend simply cruising through the levels to be the end-all goal of the game; your objective isn't to make it to the end but rather to make it to the end well. Your performance on each stage is graded based on speed, failures and how long you spend racking up "edge time." It's an arcade-like mindset that perfectly befits Edge's retro-inspired feel, its inexpensive price...and the iPhone platform in general, really. Superb.
The Verdict:
Is it sweet? It plays like a 1983 arcade classic that fell through time. So, yes.
Is it worth $5.99? Definitely -- this is a game tailor-made for iPhone, and it's fun as it is cool.