Indigo 7: Quest For Love Review
If you know your ancient Greek, you will know that there are nine types of love. I think it was around our GCSEs when I first saw Eros, Pragma, Ludus, Agape, Philia, Philautia, Storge and Mania scribbled on a chalkboard.
At first glance, there’s only Eros on display in Indigo 7: Quest For Love. The characters are on the lookout for future ex-girlfriends and ex-boyfriends. It is difficult to distinguish the character traits of all the looks and rubbing of the thighs.
But stick with Indigo 7: Quest For Love, and a few different types of love are starting to emerge. It’s the kind of coming-of-age tale where the characters realize that one-night stands aren’t so rewarding and that their best friend could have been their “Pragma” from the start. Or they learn some self-esteem and love each other (Philautia), and understand that their bond with each other is everyone’s best love (Storge). It’s as cliché as it sounds.
(We’re going somewhere with this “nine kinds of love” thing, I promise).
The primordial love on display, however, is Ludus, a playful love. Indigo 7: Quest For Love has tremendous love and affection for Bryan Lee O’Malley Scott pilgrim comics, and also the simple puzzle, like Tetris, Columns and Lumines. This is the first thing that strikes you when you start Indigo 7: it was done by a team that clearly loves these benchmarks.
Check out the screenshots or the trailer, and the Scott Pilgrim connection is crystal clear. The main character’s feather might be a bit longer and the music might be a bit more pop, but it’s really a love letter to this comic book series. The plot isn’t too different either: Nathan, the main character, has his heart set on a girl called Debbie, but various suitors, all-too-familiar friends, and the Grim Reaper himself get in the way. It even culminates in a battle of the gangs.
The story unfolds like an animated cartoon between puzzle levels. When a suitor or a monster appears to claim Debbie, you clash and face them in the puzzle.
There is always a danger, when you follow in the footsteps of something as beloved as Scott Pilgrim, that you fall short in terms of quality. So it is with Indigo 7: Quest For Love. The comic book sections look great and are well kinetic, but the characters are impactful. Most of the time they’re genitals on their legs, just trying to pair up with anyone at any cost, no matter how obnoxious it makes them. You are supposed to support them because they find some sort of redemption, but most of all you want to sprinkle them with lemon.
The female characters are mostly there to swoon, so everything is a bit masculine except for thresher Karen, who only hits Hammer Horror creatures as a weird subplot. She’s great, obviously.
The art and the music are good, and while the songs don’t reach the heights of Sex Bob-Omb, they do give Indigo 7 a playful and fun side.
Between Scott Pilgrim’s handy and shady comics are the puzzle game pieces. Hats off, this could have been your boring puzzles and sights before Game-3. Instead, Indigo 7 is going for something relatively new.
You are given a grid of hexagons of up to seven different colors. You flip a hexagon in a corner and that’s where you start. Then choose a color, and each hex that is the same color AND connected to one of your flipped hexes is summarily flipped. So you’re looking for the color that will flip the most hexagons, or the one that will create an arm of Mr. Tickle all the way to the other side of the grid, so your next move will be a doozy.
It’s very simple and it leads to games where the quality of your movements improves exponentially. You only flip one or two hexes at the start, but you could flip dozens at the end.
It wouldn’t have made for the most varied puzzles, so Indigo 7 opts for multiple game modes, which have substantial differences to the way you play. Party mode pushes you to flip each hex in a short period of time, while Vs pits you against up to two challengers in a scoring attack. Conquest is a kind of puzzle mode, where you clear a grid in a set number of moves, while Conquest Vs is territory capture, when you flip hexagons and hem an opponent, like boxes or squares, on which you may have played. lined paper in school.
Some of them are better than others. Party mode is hogwash, for example. Clearing a hex grid against a time limit is a matter of color spamming until they’re all gone, and there’s no skill in it. Conquest Vs, however, is great, because there are so many tactics involved. Pick a color and your opponent won’t be able to use it, so you stick them in a dead end, while you can also build walls to keep them. on their side of the grid.
The fatal problem with Indigo 7 is that the kernel is, if not rotten, at least past its expiration date. In games like Vs, the optimal play is obvious. You choose the color that will cause the biggest chain reaction and clear the grid. Nine times out of ten, your decision is obvious. Indigo 7 knows this, so it adds a Combo system. You get more points if you gradually increase the number of hexagons turned over; so if you flip two, then three, then four, then five, your score multiplies to a ridiculous degree.
The problem here is twofold. Indigo 7 becomes a speed-counting game, and you’ll find yourself guessing if there are more or less than twelve blue hexes on the board. It may be someone’s cup of tea, but a puzzle game that relies on estimating totals faster than an opponent is not the solution for us. Getting combos is absolutely essential if you want to win, as we’ve lost count of how many times we’ve won a five-game round (sometimes with a perfect five out of five), but lost the score overall because of these. inverted combos. Losing when you’ve shut out an opponent is never good.
The other killer is how random Indigo 7 is. On levels like Conquest, you might have a grid with barely any connection, just because the cookie collapsed that way. We are willing to bet that some levels of Conquest are incomplete thanks to this randomness, and it is unforgivable. A strange twist on this is the Vs games: if you start with a huge block of one color, then your combo is immediately ruined, since you start with a large number that cannot be beaten. Your opponents have different grids than you, so it can mean a loss before you’ve even started.
This often leads to situations where you look at your grid and immediately want to restart, which is not what we like our puzzles to be. The lack of a restart option doesn’t help: you have to exit the menu and come back completely to play again.
These slightly wacky usability quirks can be found in Indigo 7. If you complete a game of Conquest on your last move, it will count as a failure, for reasons we can’t understand. The victory rules for a mode are only displayed on the level selection screen and cannot be seen in a game, so you are pissed off if you don’t remember. The same audio clips play over and over, and we couldn’t take another “oh, Debbie…” while we were doing a match.
There are also a lot of bugs, as Indigo 7 crashes regularly, especially when restarting a level, forcing you to completely quit the game. We have completed the last four levels a few times, but we still haven’t hit them. success. There are a lot of rough edges, which is at odds with the decent presentation elsewhere.
Indigo 7’s saving grace lies in its multiplayer modes. With full control over the game modes, you can skip the game modes and just play the awesome Conquest Vs (which, it should be noted, is broken into three players, as one player gets half the board without any to whom. compete). The randomness and injustice that accompanies it is mitigated when a partner takes advantage, rather than the processor. You can even house rule combos if you want.
Puzzle games that try something new are quite rare, so Indigo 7 gets some brownie points. But those points are mostly wasted by too much randomness, silly game modes, a meaningless story, and a combo system that eliminates the fun. There’s a decent multiplayer puzzle hidden around the corners of Indigo 7: Quest For Love, but mostly it’s a failed experiment with only a few interesting finds.
You can purchase Indigo 7: Quest for Love from the Xbox Store for Xbox One and Xbox Series X | S
If you know your ancient Greek, you will know that there are nine types of love. I think it was around our GCSEs when I first saw Eros, Pragma, Ludus, Agape, Philia, Philautia, Storge and Mania scribbled on a chalkboard. At first glance, there’s only Eros on display in Indigo 7: Quest For Love. The characters are on the lookout for future ex-girlfriends and ex-boyfriends. It is difficult to distinguish the character traits of all the looks and rubbing of the thighs. But stick with Indigo 7: Quest For Love, and a few different types of love are starting to emerge. This…
Indigo 7: Quest For Love Review
Indigo 7: Quest For Love Review
- A New Approach to the Grid Puzzle
- Crisp soundtrack
- Multiplayer works well
- Too haphazard and unsatisfactory
- Some game modes are shoemakers
- History makes our teeth cringe
- Thank you very much for the free copy of the game go to – Dolores Entertainment
- Formats – Xbox Series X | S, Xbox One, PS5, PS4, Switch
- Version reviewed – Xbox Series X
- Release date – July 8, 2021
- Introductory price from – £ TBC