Endlight comes as close to an embodiment of pure chaos as any game I've ever played. It's a simple concept and very simple to play—navigate freely through twisting, shifting, and bizarre 3D landscapes to find and collect golden hoops—but I found the violent onslaught of lights and noise that envelops the action to be very off-putting at first. The deeper I dug into Endlight, though, the more I found it to be a remarkably engaging, surprising, and unexpectedly funny game—and one that I will (probably) never be able to play again.
Endlight is developed by Jim McGinley, who describes himself (not entirely seriously, I suspect) as «one of the greatest players of TRS-80 action games today,» and it was in many ways influenced by those old-time games. «The best TRS-80 games filled the screen,» McGinley said. «People aren't doing that anymore, but Endlight is. No matter where you look, there's NO empty space.»
He's not kidding. It's virtually impossible to get around Endlight's environments without crashing into things. But the Steam page actually encourages it: «Dodging is for cowards, start SMASHING.» The secret is finding the requisite mix of smooth flying and brutal impacts that will keep you flying long enough to collect the 10 hoops required to complete each level.
I'm an old TRS-80 guy myself, which may be one of the reasons I clicked so well with Endlight, but what I really find fascinating is that even though it looks like a game that should be endlessly replayable, it's not. In fact, it's not replayable at all. Levels are only accessible in a set linear order, and once each level is completed, it's gone for good. Even more unusual, so is the whole game once it's done: You literally can't go back and start again, even
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