It must be extremely difficult to come up with a “new” idea for a video game. In an entertainment sector, and yes an art form, that has been around now for over 50 years and grown to be so huge internationally there is a truly massive catalogue of games dating way back to the glory days of dedicated home ‘Pong‘ consoles and PCs that ran on DOS.
Now, I’m certainly not suggesting that I have played any meaningful fraction of all of the games that have ever been made. But I have certainly played a lot. And I can’t remember the last time that I played a game with a concept so simple, but so well executed as Boomerang X.
Boomerang X isn’t here to engage us with a deep story. In fact, there really isn’t a story here at all. Basically the game starts with a cut scene of our seafaring ship crashing on an unknown beach. We wander throughs a deserted village and chance upon a strange weapon… A Boomerang in the shape of an ‘X’.
From that stage of the game there is very little exposition. There are a few occurrences when some residents of the island appear between levels and provide a very small amount of information. However, by the end of the game I didn’t feel that there was any real benefit to these interactions. Certainly there is no real ‘mystery’ here. No real obvious goal other than to get to the next level and reach the end of the game.
This is a game that relies on its gameplay to keep you interested and pushing forward. Fortunately, the gameplay here is excellent.
What type of game is Boomerang X you ask? The game creators at studio Dang! describe it as a single player ‘first-person arena combat experience’.
The structure of the game is quite simple. We are thrown into an enclosed room where we must fight multiple waves of enemies. A certain number of enemies will appear with each wave, but there will be specific ‘target’ enemies that must be defeated to pass each wave. The other enemies can be ignored in the sense that they don’t need to be killed, but obviously they will try to attack you if you ignore them. Once the last wave has been defeated, the exit door is unlocked and we can move on to the next room. This process repeats until you complete the game.
We start our primary battle with only the eponymous Boomerang that can be used to defend ourselves in the first arena of the game. This first arena, as might be expected, is a very basic flat circular level with no obstacles. After each section of the game we are provided with some kind of upgrade. Either a shield buff that allows us to receive one additional hit before dying (up to a maximum of 7 by the end of the game), or a new skill or ability that will allow us to plow through the increasingly difficult waves of enemies that appear in the game’s weird and wonderful battle arenas.
Overall there are 13 main arenas in which to do battle. Each of them is unique both in structure and style. They require use of different skills in particular ways to successfully complete the challenging waves of enemies that will appear.
The developers here have done an absolutely excellent job in regard to the progression in this game. Each new ability is earned in a specific order and we are given a basic ‘test’ in how to effectively use each ability in the next arena after it is received. Simple skills such as calling the boomerang immediately back to our hand become so intuitive that by the later levels of the game I found myself doing it after each throw without even thinking about it.
Where the game really shines is the genius concept of the ‘Slingshot’ ability. If the ‘throw’ button is pressed a second time before the boomerang returns to our hand, we BECOME the boomerang and are flung across the screen in the direction of the boomerang and it is immediately returned to our hand in the process. This ability creates a battle movement and positioning mechanic that is an pure joy to use. It is almost like having a single shot Portal gun that can throw you anywhere in the arena… with some decent aim. I was somewhat hesitant to use this ability early on due to the unpredictable nature of the boomerang when it bounces off walls and obstacles. However, as Boomerang X does so well, one of the next arenas shortly after receiving the Slingshot ability begs us to learn how to use this skill to its full potential. Where battles were previously completed on relatively small and flat coliseums, we are presented with a massive multilevel forest with platforms and bridges between the trees – think Kashyyyk from Star Wars, but less hairy. Soon after mastering this arena, the Slingshot became my main method of transition, dodging and surprise attack.
The other skill that I found myself using very often was the ‘Flux’ technique which temporarily slows down time. Flux can only be used for very short periods while charging up the boomerang for a long distance throw, but it CAN be used in mid-air. The combination of Slingshot and Flux in particular was one of the most fun experiences I have had in a game in a long time.
The remaining skills typically have a requirement to set them up – such as killing two enemies with the same boomerang throw, or killing three enemies while mid-air (without landing). These abilities when charged provide even more alternatives when charging your way through each arena.
The enemy design here is also excellent. Early in the game we fight simple bugs (spiders and flies) that require only one single hit delivered from any angle. As we progress through there are squid enemies from the Matrix, enemies that can only be hit from behind, the giant storm caller that shrouds the arena in a lightning storm and more. Once again progressing difficulty of enemies and the techniques that are required to defeat them are perfectly paced to provide the learning environment for your new skills early, and the exact level of challenge that you are looking for late in the game.
I have no hesitation here is saying that the gameplay here is just great. It is smooth, fast, and just plain fun.
As you can see from the screenshots peppered through this review, the presentation of Boomerang X is quite unique. This simple uses a small number of specific colours over a wide and bright palette to bring each area and arena to life. Green forests, blue/white icy caverns and flowing red lava are able to give each region a unique identity. These bright colours are then offset by the jet black enemies that appear with each wave, making them both very easy to identify and quite menacing when up close at the same time.
The music in Boomerang X is again minimalistic but does well to match the aesthetic of the game. The combination of soft oriental strings and tribal percussion give an otherworldly or alien feel to the game, which does match the visuals quite well, but do not always give the fast-paced high intensity aerial battles the urgency they deserve. But there is enough here to provide a pleasing backdrop to the action. Sound effects provide good feedback to what is happening on screen
I do need to state that Boomerang X is not a long game. I completed my first playthrough of each area in one (long) sitting of about 4 hours. The game was a good level of challenge and I did die on multiple occasions throughout this first run. Each death did not feel ‘cheap’, and was clearly due to skill error of the player.
This game is clearly built with repeated plays and speed running in mind. In fact, the game comes with an individual arena and overall speed run timer built in. Each wave of each battle starts in the same way (enemies appearing in the same positions), so I can certainly see this game being popular in the speed run community as players try to find the most efficient pattern of mowing down the enemies as quickly as possible.
On completion of the first playthrough, the option of starting a ‘New Game +’ is provided. This allows the game to be started from the beginning with all of the shields and abilities in place at the start of the game. Other gameplay options are provided as well such as a ‘no shields’ mode for extra challenge, and a ‘no gravity’ mode which completely changes the way each arena can be tackled.
Boomerang X also comes with a number of accessibility options such as a ‘high contrast mode’, and an ‘extra-visible required enemies’ mode. I found playing with these options switched on as a completely different visual experience from the base game. Not a ‘better’ experience necessarily, but it does look cool.
I enjoyed my time with Boomerang X immensely. For me the fire burned brightly, but only for a short period of time. Others looking to invest more time into ‘perfecting’ the game, or even speed running it will definitely find something here to get their hands dirty. The art style and the Slingshot mechanic I feel are unique, and definitely worth the investment for gamers looking to experience something new.
So, why should you play it?
- You want to experience a fresh single player arena ‘shooter’ with tight controls, an interesting art style and a unique mechanic.
- My last article about speed running tickled your fancy and you want to dive head-first into a new game to get your name on the leaderboard early.
But, why shouldn’t you play it?
- Fast-paced action isn’t really your cup of tea.
- Games with no storyline leave you frustrated or uninterested in continuing on.
A review code on Nintendo Switch was provided for the purpose of this review.