Quantcast
Review: Bit.Trip FLUX - Destructoid
DestructoidJapanatorTomopopFlixist
New? Take a tour   |   Suggestions   |   Themes:   Aah   Ohh   Foe

games originals community video shop xbox360 ps3 wii u pc 3ds psvita iphone android

Review: Bit.Trip FLUX

Jonathan Holmes
5:00 PM on 01.03.2010
Review: Bit.Trip FLUX photo


When I first played Bit.Trip BEAT, I had no expectations. The game ended up being one of my favorites of 2009. From there, my expectations for the series were set high, and thankfully, those expectations were always met. I definitely have my favorites among the games that followed BEAT (CORE and RUNNER), but each game in the Bit.Trip series is unquestionably inventive and well-crafted.

So when we come to FLUX, what are we supposed to expect? Inventive and well-crafted again, right? Well, for some, those expectations are not going to be met -- at least, not at first. On the surface, FLUX appears to be exactly like BEAT, except with the screen orientation flipped. That technically makes it the least inventive game in the series. Artistically, though, nothing could be further from the truth.

Even more than any other Bit.Trip game, or most games of this console generation, Bit.Trip FLUX is a work of expressive game design genius.

Bit.Trip FLUX (WiiWare)
Developer: Gaijin Games
Publisher: Aksys Games
Released: February 28, 2011
MSRP: 800 Wii Points

Like I was saying, for some, FLUX won't live up to initial expectations. We Bit.Trip fans have been spoiled by a reinvention with every new game in the series. It's fair for fans of the franchise to be a little let down to see that for the first time, the Bit.Trip series has gone back to a previously introduced gameplay mechanic. Once fans get over their expectations, they are in store for what might be the best Bit.Trip game yet. As for those who have never played a Bit.Trip game, there's no better place to start than FLUX.

Before I get carried away about all that, let me say a little about the Bit.Trip series in general, and Bit.Trip FLUX in particular. The series as a whole marries minimalistic aesthetics and simple, intuitive controls with the polygon-based graphics of modern hardware to deliver a rhythm-action package unlike anything else going on in gaming today. The series is a love letter to both classic and modern gaming. Each title in the series draws inspiration from at least one retro -- and one modern -- videogame classic. FLUX is the first game to break away from that. Instead, it feels like an attempt to take everything that makes the Bit.Trip series unique and maximize those elements.

Each Bit.Trip game features its own unique song/level designs. Alex Neuse, the series' creator and level designer, has a way of injecting his personality into his design in a way that could only be achieved by a true artist, and FLUX features some of his most expressive designs yet. Part of that comes from the fact that FLUX utilizes aspects from all prior Bit.Trip games. It stands to reason that with a more broad palette, the artist has the potential to paint a more descriptive, evocative picture. That's what we get in Bit.Trip FLUX.

The stuff that Neuse manages to do with a relatively small tool set is just amazing. All the game ever does is send objects from the left side of the screen to the right side of the screen, and ask the player to either dodge them or hit them with their paddle. You'd think it would be impossible for a game with such a simple design to alternately make you laugh and cry, feel attacked or rescued, or make you just want to stand back and soak in the glorious, beautiful wonder of it all, but that's exactly what Bit.Trip FLUX does.

It's hard to describe with words exactly how the language of game design manages to accomplish this. It's something that really needs to be experienced to be understood. Rest assured, though -- FLUX takes chances with its bullet design you just won't see coming.

I'm still in awe of some of the stuff that goes on in level two, which is called "Perception." The entire level is themed around teaching you to forget what you're seeing on the screen, and instead, to trust what you believe. It's really like nothing else I've ever experienced before in a game.

Part of what allows Alex to take level design further than he could in prior Bit.Trip games is FLUX's replay system. For the first time in the series, you get unlimited continues, in-level checkpoints, and a life meter. This means you can make a bunch of mistakes in a level and not die, and you can die without having to restart a level from the beginning. That makes FLUX the easiest game in the series to get through.

However, I'm not saying that it's easy, exactly. I still died plenty of times when getting through FLUX. It's just that with minimal forced replays, FLUX will pass by much more quickly. This also allows for Neuse to throw really, really hilariously cruel bullet patterns at the player. FLUX may technically be the easiest Bit.Trip game, but if you were to be a tough guy and force yourself to restart a level every time you died, it would be up there with the hardest.

Part of the reason why the team at Gaijin Games decided to make FLUX easier is that they really wanted everyone to see the game through to the end. Actually, I'm not sure if the word "end" really describes what happens after you've played through all of the visible levels in FLUX. I don't want to give it away, but needless to say, there is a lot of stuff going on in the subtext of FLUX, and much of it is nothing short of mind-blowing. I'm still in the process of trying to decode all the Morse and binary code that may or may not be in the game.

I'm also still trying to see everything that the game has to offer. You may be able to get through the levels in a few hours, but I think it will be a long time before anybody sees everything being offered. The better you play FLUX, the more levels of visual and auditory depth you peel into. For completionists and high score junkies like myself, the level of replay value here is tremendous.

I had to manually hit restart near the end of the game's first stage seven separate times in order to eventually get a score high enough to send me to FLUX's final level of auditory and visual splendor (called META). Even then, I only managed to stay in META for a couple of minutes. It was like touching the hand of the God of High Scores just for a minute, then losing my grip. It's hard to come that close to godliness once and then just walk away from it.

Even as I'm writing this, I'm tempted to play the game again to try to achieve a higher score and see something new. "Just try playing it one more time," my mind whispers seductively. "Maybe you'll see something amazing that you can write about in your review. It's not procrastinating to play through FLUX again. It's working; working for the good of the people."

I see your point, mind, but I really have to finish this review. Then maybe later, I'll do an addendum or something. Just let me finish this review first, please. If I start playing FLUX again, I may not be able to stop.

There are mountains of stuff I could say about FLUX, much of which I already covered in this preview from earlier in the year. Instead, I'm going to show some restraint, and wrap this up. Before I go, though, I should mention the few things about FLUX that are less than perfect. For one, the game only has two-player co-op, as opposed to BEAT's four-person co-op. It's the one way that BEAT is inarguably better than FLUX.

I love introducing BEAT to new people -- often times at fashionable parties -- and part of that is because of the extended co-op. It really does a lot to suck in new people who otherwise tend to resist trying out new videogames. You just can't do the same thing in FLUX, and that's a bummer.

I'd imagine that's because unlike BEAT, FLUX asks you to both hit and avoid various bullets. That means it would take a little more design ingenuity to make FLUX a four-player experience without making it too easy. Even still, I'm sure Gaijin could find a way to make it work. Other than this one small issue, and with some other aspects that I honestly don't care about, but I'm sure some of you do -- like the lack of online leaderboards, online multiplayer, and the option to turn off checkpoints -- Bit.Trip FLUX is perfect.



THE VERDICT


9.5 /10
Superb: A hallmark of excellence. There may be flaws, but they are negligible and won't cause massive damage to what is a supreme title. Check out more reviews or the Destructoid score guide.





Legacy Comments (will be imported soon)


I felt like FLUX was a fitting end to the series. It was both a sad and good feeling by the time I was finished, but the entire series has been pretty top-notch quality!
Great interview, Holmes! It's because of you that I downloaded RUNNER (In which I am still stuck at Non Trotsky, but slowly improving!), and I'm pretty dang sure that I'll download FLUX now (not right now, I want to get further in Super Mario RPG).

Bit.Trip games are proof that compelling new titles can be made with heavy retro stylings, and it will stay a favorite series of mine throughout the years!

PS: I may or may not have mentioned Non Trotsky simply because I know how happy knowing his name made you last time. ;)
Wait, I said "interview," not "review."

Derp.
I agree with your glowing praise, but I definitely disagree that this is the best starting point for new BIT.TRIP fans. The beats aren't color-coordinated anymore and a lot of the patterns are riffs off of BEAT and VOID, so I honestly wouldn't recommend this to someone who didn't at least make it to Growth in BIT.TRIP BEAT.

That said, as someone who's played BEAT and VOID and every other BIT.TRIP game, this is an incredible experience.
Great review. I loved this game, but like 95% of players, RUNNER has to be my favourite in the series.
Great review, great game.
Gaijin Games is back baby! Don't worry Johnathan I don't really care about online leaderboards or multiplayer so in my book this is a 10. Now I just need to dust of my Wii.
Can't wait to get this. I STILL HAVEN'T BEAT RUNNER
@ LK404- Like I said in the review, I think that BEAT is the best starter game in the series in a party atmosphere, but for single player, I'm still going with FLUX. I know so many people (like Primo. Hi Primo!) that can't get through any of the Bit.Trip games because of their punishing replay systems. FLUX wont do that to people.

Just my opinion.
I think you played it a little too much. Have you noticed that half of your review consists of you waxing poetic about how revolutionary the game is without actually describing how it plays?
Woah, great review holmes , I felt pretty much like you about the game! But i´m writing my own thoughts down to post in the cblogs. Man it´s a shame that it has to end , but you know what they say xD
Hi Primo! I definitely wouldn't blame you if you only made it to level 3-9 in RUNNER. It gets really hard after that part.
@ Excel- What is there to say about how the game plays other than "All the game ever does is send objects from the left side of the screen to the right side of the screen, and ask the player to either dodge them or hit them with their paddle."

Anyway, I figure that it's more important for the reviewer to let people know how a game made them feel than to describe how it plays. If you want a description of a game, you can just go to the ESRB or the game's official site or whatever.
Lol, Holmes goes on a ramble how good the game is and I can only agree with him.

Flux is absolutely fantastic with some of the best level design I've experienced in a game. It's much harder than Beat but if you manage to get to the next zone it just feels so damn rewarding. Some of the art is mindblowingly cool and reminds me of the design which Wipeout HD had in Zone mode. Moving fractals are awesome! :D

Only thing that I don't like is that my HD tv lags without game mode on and even with it activated the damn thing lags a little. That's why I enjoy the bit.trip games on PC much more. More accurate controls and HD graphic! I hope they port it soon. :D
Can't wait to see what Gaijin does next, now that the Commander Video saga is complete.
John likes it; go cop that shit son!
@Enzi

My TV's "Game Mode" still lags a good amount too. CORE really isn't playable for me unless I hook up my Wii to a tube TV. But hey, CORE is so good that it's worth switching the Wii to another TV every now and then to play it.
I picked this up Monday but haven't had time to play it yet. This makes me stoked for Friday though. Bit.Trip will consume my weekend!
Awesome review Holmes. Everything about this series is amazing. Gameplay, Visuals, Soundtrack, Concept, Story.... all of it is fantastic. Plus I can have all six of the games on the front page when I boot up mah Wii C:

Regarding Flux, when a game that has the main character die in the end (though he's accepted it) it's amazing the game can also be about the beauties of life, and about living it to the fullest. And like Holmes said, the Meta mode makes you feel God-like. It surprised me when I first got it, I thought it would be different. The mode before it seemed hectic, then everything just seemed to.... slow down in Meta. It was awesome. Too bad my eyest go buggy after playing it too long >_>
Great review! And it almost goes without saying, great game. I've been playing it over and over. I think I understand what the cutscenes are trying to convey, it's wild! Just one thing I need to correct, though. The game totally does have 2-player multiplayer, which is still fine for showing people at a party. 3 and 4 player in BEAT was much too difficult for beginners anyhow.
Woops, you totally said that in the review. Carry on then.
i picked it up last night, and i had enough points left over to finally pick up void as well. i guess i know what i'll be doing all weekend...
I'm glad that gaijin finally did something about their punishment-heavy games. I bought a few and really lost interest with the extreme repetition.
I love that Flux went back to Beat's gameplay, but the levels in this one left me underwhelmed. The bosses were okay, and the levels, while FINALLY offering a fucking checkpoint system, seemed to lack the charm of the original.

Also, I thought the ending was just...not stimulating. I was ready for something interesting, and was left thinking "okay...can I go now?" Though I really don't like Bit.Trip's abstract story to begin with, if you're going to make an interactive ending, it would be great if I wasn't bored of whatever I was doing (see: the Prince of Persia reboot). I actually think that even if I go along with the "story", Flux probably says the least out of the whole series.

Runner's still my favorite, but if they went back and added checkpoints to the original game (so I wouldn't be so frustrated with losing 5+ minutes of progress) then I'd say those two were about even.
@ Phoenix- Damn dude, you really didn't catch what Gaijin Games was pitching this time around.

Bummer.
I think if they said something, they tried way too hard to obscure it beyond the obvious "ending the way it began" type deal, which has been done before (a lot, actually).

I remember you guys spoke with Ed McMullen on Bit Transmission awhile back. And he said something along the lines of "if I'm trying to send message, and you don't get it, I've failed as an artist", or something to that extent. I'll have to go back and relisten, but I remember I really, really loved that point, especially as an artist, and I feel it summarizes my feelings towards maybe 4/6th of the Bit.Trip series: I think the story isn't successful. They're GREAT games, and I love them to (varying degrees of) death.

But as a narrative? They tried too hard to make the story obscure to the point where I really, really need to be convinced that there is one, beyond maybe Runner and Fate.

I know you're super close friends with these guys, so you're gonna love their stuff, and I dig that, because their stuff is good. But their narrative isn't going to reach anyone unless they're willing to just fill in so many blanks that they're practically just making up their own story (I think back to Jim Sterling's analysis of Altered Beast). Maybe one of the squiggly shapes was St. Peter waiting to let Commander Video into Heaven. Or maybe a bunch of shapes danced onscreen and then I got to play a really fun game.
I'm a complete fanboy of Gaijing games but I really don't get their stories either. Everything seems so cryptic and hidden in the cutscenes or backgrounds. I don't have the time to analyze every piece that is thrown at me when you've to be so focused playing the game.

But I haven't finished Flux yet so maybe I'll have an epiphany or something when I do. :D

Anyhow, I wanted to start a little discussion about the story when I'm actually finished. You interested Holmes? I'd really like to see the view of you and other fellow bit.trippers. Maybe you can even write an article or something! ;)
Ok, finished Flux and what they did at the ending was really nice but a little hard to catch if you don't pay attention.

I can say I get the overall theme but there seems to be so many riddles in each game. Maybe I should just ignore the 'details'. ^^
@PhoenixGamma: Just because you have to make some inferences doesn't mean the story has failed. Yes, the story isn't shown bluntly in your face, but if you start to think that there's a genuine story, then you should be able to figure it out. Once you do, you'll start to unravel one of the best stories in a video game.

They're not trying to hard to obscure it. They've just taken a different approach.
This is the best review I've seen for this game, truly makes the game justice, can't wait to see them drop a Bit.Trip tittle on the 3D'S eShop, but I gotta say the best of the series for me still is Bit.Trip Fate, for anyone who disagrees play it with the Wii Zapper, it deliver's a gameplay experience like no other and you really trip balls. Also whenever I got stuck on a level or a specific pattern I couldn't figure out, I gave it another try under the influence of a certain herb and that's was the only way I could finish them all.
While this subject can be very touchy for most people, my opinion is that there has to be a middle or common ground that we all can find. I do appreciate that you have added relevant and intelligent commentary here though. Thank you!I am extremely impressed with your writing skills and also with the layout on your blog. Is this a paid theme or did you customize it yourself? Either way keep up the nice quality writing, it’s rare to see a nice blog like this one these days.70-523 | 70-526 | 70-528 | 70-536 | 70-542 | 70-547 | 70-562 | 70-564 | 70-573 | 70-576 | 70-595 \ 70-620




Luigi's Mansion: Dark Moon has multiplayer?

Luigi's Mansion: Dark Moon (formerly known as Luigi's Mansion 2) is almost here. True to the game's ghostly allure, details around the game's corporal existence remain shrouded in contiguity. Is this thing even...   more

Luigi's Mansion: Dark Moon has multiplayer? photo

Capcom responds to Monster Hunter 4 Vita rumors

Monster Hunter 4 is no doubt going to be a massive win for the 3DS. The combination of traction Nintendo's handheld already has, along with the massive install base, and the incredible success of the Monster Hunter ...   more

Capcom responds to Monster Hunter 4 Vita rumors photo

Here's some BlayzBloo: Clone Phantasma footage

Some time ago, Jonathan Holmes reviewed BlayzBloo: Super Melee Brawlers Battle Royale. It was a pretty quaint release that was forgotten almost immediately. But now, it looks like a full sequel is upon us, ready to grace the...   more

Here's some BlayzBloo: Clone Phantasma footage photo

Interview: Disney Infinity's John Blackburn on toys

An hour after taking the stage to unveil Disney Infinity, "Disney's most ambitious video game initiative ever" (a press release states), I sat down with Avalanche Studios chief creative officer John Blackburn to discuss where...   more

Interview: Disney Infinity's John Blackburn on toys photo

Fire Emblem: Awakening demo now available for the 3DS

Yes, finally! I've been waiting quite some time for the US re-release of Kirby's Star Stacker (3DS eShop), and now it's finally upon us. As for everything else, it's not a whole lot this week. There's a free demo for Fire Emb...   more

Fire Emblem: Awakening demo now available for the 3DS photo

Nintendo's 2013 Wii U and 3DS release schedule

Want to know what's coming for your Wii U and/or 3DS? Nintendo has us covered with a list of first- and third-party releases for both systems as well as their respective eShop titles. Hell, they even threw in the kiddie DS ti...   more

Nintendo's 2013 Wii U and 3DS release schedule photo

Learn how to play Fire Emblem: Awakening with a new video

Nintendo has posted a new video for Fire Emblem: Awakening, and it's a great introduction for people who have never played the series before. It goes over the basics like the general story, troop placement, and general tips ...   more

Learn how to play Fire Emblem: Awakening with a new video photo

Monster Hunter 3 Ultimate now has a March 19 release date

It seems as the North American and European release date for the long-awaited Monster Hunter 3 Ultimate is finally upon us: March 19th and 22nd respectively. It'll launch in both 3DS and Wii U form (the latter of which is ca...   more

Monster Hunter 3 Ultimate now has a March 19 release date photo

Nintendo to restructure beginning next month

According to a Nikkei report, Nintendo plans to merge its console and handheld divisions next month. On February 16, the company is prepared to bring 130 console engineers and 150 handheld engineers together under a single ro...   more

Nintendo to restructure beginning next month photo

Iwata reminds us that the 3DS Miiverse is coming

In a recent interview, Nintendo President Satoru Iwata dove into some interesting topics, most notably the Miiverse and how it came about. Iwata also reiterates that the Wii U GamePad can transcend just a gaming audience with...   more

Iwata reminds us that the 3DS Miiverse is coming photo


Back to Top




Advertising on destructoid is available through Please contact them to learn more