The Cruel and the Kind- Swarm Review

If there’s one thing I’ve learned from the post-arcade era of video gaming, it’s that digital lives are expendable. What’s the penalty in losing a life – a chance to start over? Hardly. Hothead Games took the idea of expendability and ran with it. In Swarm, you control and horde of 50 incredibly fragile “Swarmites,” who blindly follow one another through dozens of deadly traps and obstacles. Losing a Swarmite here and there is not only acceptable, it’s encouraged – which aside from creating a unique play mechanic, offers a bizarre twist on the devaluation of false life.

Almost more interesting than the game’s story is the story of how Swarm came to be: In 2006, Mike Hayward was developing his PhD thesis on how individual AI instances would react to one another when given a discreet task. With the help of some friends, that concept was refined into a pitch for an indie game and entered into “The Great Canadian Video Game Competition.” They beat out 3 other games to nab $300,000 for development, and 5 years later, Ignition Entertainment has brought it to your digital doorstep.

At it’s core, Swarm is a simple side-scrolling point-grab. You try your best to avoid traps, you break open boxes, and you try to collect glowing purple things for points. The twist is that rather than controlling one character, your controlling a mob of fifty, and you almost never have direct control of any of them. Each Swarmite is essentially its own intelligent entity that responds to your command in whatever way is appropriate, given his unique situation. That sounds pretty frustrating, but in reality it controls quite well. The swarm stays together in a pretty tight group, which you can expand and contract to best a variety of different traps, but the group can also boost, stack, jump and ram – all of which make traversing levels much more varied and challenging.

The levels are filled with a respectable variety of traps and pitfalls, which are used in interesting enough configurations to keep the challenge feeling fresh throughout. The adventure is punctuated by an occasional boss fight to break up the otherwise consistent momentum. To complete each level, you must collect a set number of points, but most of the time, there are not enough points littered throughout the level to meet that goal. Managing score mulitpliers becomes the most critical part of the game. In general, this is done by collecting points quickly, before the timer runs out, but if you find yourself about to lose a clutch 30x multiplier, and no points are to be found, you can just as easily sacrifice members of your swarm to raise your mulitplier. It’s that sort of real-time strategic decision-making that gives the game so much more depth than your average platformer. 

Swarm’s one major misstep is it’s camera. As simple as a fixed camera for a sidescroller may seem, keeping track of 50 independent objects at once, in real time, is apparently not as easy as it sounds. There are a great many instances where the camera will zoom out, or tilt ever-so-slightly to cover up a devious trap or to force your Swarm into taking leaps of faith. On one occasion early on, you are tasked to lead your swarm through a funneling, jagged hallway, which is covered with lava. The tricky part is that you can’t actually see the last 10% of the tunnel, so nine times out of ten, I just wound up losing my entire swarm. Luckily, burning my entire swarm at once helped me to unlock a medal, so I wasn’t too upset.

Swarm is a surprisingly deep platformer, and I enjoyed it a great deal. The mechanics seem very simple at first, but once I got going, I was surprised to find myself using almost every button on my controller to perform some pretty impressive commands. On that same point, be prepared for some frustrating difficulty near the end. Also, the humor is great. I laughed out loud more than once when I led my Swarm down a hole, only for them to be arbitrarily speared to death before they could hit the ground. At $15, I have no trouble recommending this game, but I wouldn’t go around telling people how “funny” it is – I might end up looking like a sadist.

About Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

27 comments

  1. Never knew the history of the game. That’s pretty cool.

  2. How many levels are there?

  3. I think my favorite things is the death counter on the screen. They might me faking the numbers a bit through- because it takes a while for the leaderboards to update.

  4. I’m not a fan of the controls- when you have to tap “X” to get the swarmites to pick up the grenades, it doesn’t always seem responsive. Same with the jumping and stacking.

  5. Great review, SNOLA!

  6. Eww, $15? Thats seems a bit high. $10 would be the sweet spot.

  7. Is this out? Ive never even heard of it.

  8. KlingonStepchild

    What are the Swarmites supposed to be besides looking like a toy-tie in?

  9. So is it more of a puzzler or platformer?

  10. I know that there’s a demo on XBLA, but is there one on PSN?

  11. Any differences between the versions?

    Ill probably wait and grab one if there’s a sale.

  12. I really expected an April’s Fools joke in here somewhere.

  13. More platformer with simple puzzles, I’d say.

    My complaint is that floating things didn’t have a clear shadow. I’d waste time trying to get to them.

  14. I like how the instructions are in the background, instead of making people stop and read long dialog bits explaining everything.

  15. “The Great Canadian Video Game Competition” was the closest you’ll get.

  16. good one from the NOLA.

  17. World of Porncraft

    I see NOLA’s been stepping up to Deagle’s numbers.

  18. epic humor fail!

    Agree with the camera problems. I can’t see my swarm all the time.

  19. I like the whole combo system built into a platformer. I wouldn’t mind playing more of those.

  20. k-k-kombo bbbreaker

  21. seems kind of simple. Does it get harder/more complex as you go on?

  22. I still think there’s more than one Desert. I don’t know anyone whose into guns and JRPGs. It just doesn’t make sense.

  23. Getting from point-A to point-B does get a little more challenging as the game progresses, but the real challenge is getting enough points to actually advance to the next level.

    There are stages that might ask you to collect 2 Million points, even though there are less than 1/2 Million actually scattered throughout the level – it may not be hard to get to the end, but it can be VERY tough to keep your multiplier high enough the entire time!

  24. Wait how can you get 2 mill if there’s only 1/2 mill in the level? Do you get points some other way?

    (Is that WITH the combos)

  25. Keeping a 4x multiplier is childsplay once you know what you’re doing. Now a 50x Multiplier….

  26. Seems like the AI concept would work well with the Move.

  27. Hoo shit! How high can you go?

    4X times a half mill=2 mil. What’s the problem?