2057: Assault Android Cactus is Out Later This Month, and Here’s Why You Should Buy It

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First things first: please forgive the Kotaku-style headline, but I started capitalising headlines in this way when I first started posting on this blog and now I can’t bring myself to change to AP style without going back and changing all my previous ones. And, since there are well over 2,000 “previous ones”, that would take a very long time indeed. So awkwardly capitalised headlines it is for now.

But I digress, and I haven’t even started yet, so let’s begin again.

Nearly two years ago, my then-managing editor Jaz Rignall pointed me in the direction of an intriguing-looking Early Access game on Steam called Assault Android Cactus. After taking a peek at the pre-alpha build, I began corresponding with Mr Sanatana Mishra from developer Witch Beam Games, and it transpired that the game would be on show at the then-new Eurogamer Expo (now known as EGX). Since I was heading to EGX anyway, I made an appointment to meet with Mishra and have a chat about the game, and in the meantime I familiarised myself a little more with the early build.

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When I first heard about Assault Android Cactus, I wasn’t sure what to think. On paper, it sounds like any number of games that bloat Steam’s marketplace daily — it’s an arcade-style twin-stick shooter inspired by retro classics — but it quickly became apparent from playing through the limited number of levels in the early build that there was actually something quite special taking shape here. This feeling was further compounded when I eventually made it to the Eurogamer Expo and had a thoroughly enjoyable chat with Mishra about the game and the team’s plans for it in the long-term — to cut a long story (which you can read in full here) short, it was apparent that Witch Beam was a small team who were absolutely dedicated to making Cactus the best experience it could possibly be, and to creating a truly authentic Dreamcast-style experience heavily inspired by the masters of Japanese shoot ’em ups like Treasure, Cave and their ilk.

Since I first gave Cactus its glowing write-up on USgamer, I’ve checked in on the Early Access build numerous times as it’s developed, and regularly talked about how much I like it. I’ve also kept in touch with Mishra and the rest of the team at Witch Beam via Twitter, and it’s been a genuine pleasure to witness the passion they’ve been pouring into their project. It’s been a long and slow road to release for the game, but recently the team finally announced that the full, non-Early Access version would be hitting Steam on September 23, 2015, and that the promised console versions would be following early next year.

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I received an email from Mishra last night containing a beta code for the review build of Assault Android Cactus’ full version as a “thank you” for the support I’ve shown them over the last couple of years. Touched by this thoroughly nice gesture of appreciation, I made a point of downloading the new build this morning and playing it for a good few hours. And it seems my early impressions were very much correct: Assault Android Cactus is something very special indeed, and if it doesn’t end up taking its rightful place of honour alongside modern arcade classics like Ikaruga, DoDonPachi, Geometry Wars and their ilk, something is very, very wrong.

For the unfamiliar, Assault Android Cactus is, as previously mentioned, a twin-stick shooter. There’s a few twists on the usual formula, though: the right stick just aims rather than shoots, for one, so you have to actually pull the trigger to fire, while the left trigger swaps between your chosen character’s main and secondary weapon. Main weapons have unlimited ammunition; secondary weapons have a cooldown before they can be used again, but tend to be considerably more powerful.

Another major twist on the formula is the fact that there’s no lives system, with the challenge factor instead coming from a time limit represented by the characters’ declining battery charge. Blowing up a wave of enemies allows you to collect a recharge item, while getting knocked down wastes time and battery charge as well as costing you some points, so avoiding getting hit is a very important part of going for high scores. The battery system proved to be a controversial addition to the game when it was first put in place, but it’s now such an integral part of the game structure that it’s difficult to imagine Assault Android Cactus without it. It ensures the game strikes a good balance between accessibility for casual players and rewarding skilful play from the people who know what “1CC” stands for.

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One of the most noteworthy aspects of Cactus’ gameplay is its selectable characters, who are gradually unlocked as you progress through the main series of levels. Far from just being different skins, each of the playable android characters handles uniquely, with very different main and secondary weapons allowing you to play in different ways. Title character Cactus is the most straightforward, boasting a simple machine gun and short-range flamethrower combination, while Aubergine is one of the more peculiar offerings due to her main weapon being an independently controlled helicopter drone and her secondary weapon being the ability to summon a quantum singularity and suck everything into it. The way the different characters play is one area where Witch Beam has clearly taken inspiration from classic Japanese shoot ’em ups, since many of these have selectable ships with different weapon setups. There’s a huge amount of creativity in the way the characters play, though, and it’s a real pleasure to get a handle on how some of the more outlandish characters work. (I still have no idea how to use Aubergine effectively, mind.)

Another interesting aspect is in the level design. Cactus could have easily been a straightforward arena shooter, but instead the levels show a great deal of variety in their structure. While they all have the same goal — destroy all the enemies — some of them take place in a confined space; some of them unfold in an arena that changes shape over time; some of them are in levels that force you to move from one place to another. One particularly memorable one scrolls infinitely in every direction, with checkerboard floor tiles flipping up and down according to which direction you’re going; the backdrops are always interesting and exciting to look at as much as the main action is.

Cactus’ long-term appeal comes from the same place as other arcade-style shooters: score attack. Completing a level immediately shows you a leaderboard as well as a letter grade, with the elusive “S+” rank being reserved for those who chained all of the enemies in a level into a single combo, didn’t die and were generally a bit of a superstar. After attaining an S+ rank, you unlock “Pro Mode”, which puts an on-screen indicator on your HUD showing whether or not it’s still possible to attain an S+ on the level you’re playing; you can also quickly restart a level if you make a mistake along the way somewhere.cactus4

The ranking system has been well thought out. Levels are designed so that you can “learn” them, much like a bullet hell shooter, and attaining the best ranks is dependent on you figuring out these enemy patterns, how to avoid their attacks and how to ensure that you’re always on the offensive to keep your combo active. Bosses are similar, unfolding across several learnable phases, with the boss’ health bar clearly showing where there’s a phase transition so you can ensure you’re in an advantageous position ahead of time.

If you’re not in the mood for score attack, though, some Sega-inspired “EX options” allow you to play the game in various different ways. You can try the game in first-person, for example, or from a fixed isometric perspective rather than the dynamic camera angles of the regular game — though both of these options disable the leaderboards. There are also several graphical filter options — including an entertaining “JJ Mode”, which spooges lens flare and bloom all over the screen for an incredibly colourful experience — as well as options for having AI players alongside you or taking on co-op enemy waves with just a single player.

In short, if you’re a fan of arcade-style shooters and you’re looking for something entertaining to feed your virtual quarters into, Assault Android Cactus is pretty much an essential purchase. Combine the solid main campaign with other enjoyable modes such as the never-ending Infinity Drive mode and the randomly generated Daily Drive confrontation, and you have a game that will keep you occupied for a very long time indeed — and one that I will quite happily purchase again on PS4 when that version hits early next year.


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2 thoughts on “2057: Assault Android Cactus is Out Later This Month, and Here’s Why You Should Buy It

  1. I definitely plan on picking this game up in the near future on the PS4. I’ve been following it for a long time, and there’s literally nothing about it that isn’t right up my alley. I’d have played it sooner, but I’m simply not comfortable with the whole early access thing (though I know that the folks at Witchbeam have handled it better than just about everyone). I plan on finally getting PS+ this Winter, so maybe we’ll be able to get some co-op in when that happens.

    1. It is local co-op only, sadly — though you may be able to fake it through Share Play. Supposedly that’s a thing that you can do, but I don’t know how well it works!

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