Leave Home

By: Guest Reviewer

On: January 9th, 2010

[This is a guest review by anosou of an XBLIG game.]

Leave Home is a procedural, scrolling, score attack shooter. This basically means that the “levels” take shape depending on how you play. You can simply describe it as “do good = more stuff” but there’s a bit more to it than that. The smoothness of how the levels change is admirable – during my first couple of playthroughs I didn’t realize it got progressively harder the better I was playing. When I started learning the enemy and bullet patterns, thus scoring more points, I began to see the subtle and not-so-subtle differences between a good and a bad playthrough. For example I reached an area in the third stage I had never seen before when I had racked up some massive points, it was quite the revelation. There is much more under the hood than just “more points = more enemies” and it’s incredibly satisfying to explore this.

At heart Leave Home is a scrolling shooter with a lot of what comes with the genre. Luckily Hermitgames has worked on these before (Fren-zE for example) and knows exactly how it’s done. There are plenty of nods toward established games in the genre but the game still manages to feel fresh. The side-scrolling first level has a distinct Gradius-flavor, even similar enemy patterns. The fourth level feels like a nod towards Treasure’s Ikaruga and a late part of level 3 is pretty much an homage to Jeff Minter’s unreleased Unity project for GameCube. The two bosses you face at the end are very challenging and brings a definite bullet hell flavor to the game. Overall Leave Home feels like one big love letter to the shmup masters but because of the procedural nature it manages to keep it interesting. One of the more original gameplay elements is the ability to split shots with the right trigger, nothing fancy but it gives you a lot of extra control over how you play since the game lacks power-ups.

Leave Home is a fixed length game which essentially means a session will always take the same amount of time to complete. The beauty of this score attack mode of play is how it’s evolved in Leave Home as a result of the dynamic levels. If you do very good on level 3 for example you get to new parts of level 3 faster and these places generally have more possibilities to rack up a good score. The different ways you can play through a session, even though they’re all the same length, are staggering because of how the different stages change depending on how you do. If only XBLIG supported Leaderboards like XBLA does.. this would be the game to compete in.

Oh hey, did I mention that this game takes Rez and makes tough love to it to produce it’s graphics? The future-retro (yes, future-retro) flavor really makes the game pop out of the screen. Things explode into bursts of glowing particles and the clean cut shapes and black background work as great contrast to this light show. The music isn’t half bad either. Distorted squeaky acid basslines, glittering crunchy pads, Roland drum machines and other goodies go very well with the visuals and change seamlessly between levels.

The game is available for Xbox Live Indie Games for 240MS (roughly three puny earth dollars) and there’s a free demo to go with that too so I urge you to take a look.

TIGdb: Entry for Leave Home

  • fuzz

    doesn’t really sound like my type of game, but the review is great, anosou

  • anosou

    Many thanks! I can’t stress how much I enjoyed this game but if you don’t like shmups I guess you really should stay clear. This is really all that is good with shmups in one neat little package.

  • fuzz

    i only really like very stylized shmups; i’m never any good at them, so they have to be insanely easy or have a great aesthetic for them to be palatable to me.

  • anosou

    Well I certainly think Leave Home is very stylized. Beyond that the dynamic difficulty makes it a game that is in fact easy if you’re not playing very well ;)

  • Dusty Spur

    As soon as I saw “XBL” my heart sank. :[

    Well the game sounds pretty fantastic but I guess won’t know! Scaling difficulty is always a welcome feature.

  • http://www.godatplay.com God at play

    Respectfully, I actually didn’t care for this kind of review style. I’m not sure exactly why… Maybe I would have preferred a more overview-style review in the first 1-2 paragraphs, followed by personal anecdotes after that. Or maybe it’s just the style of the writing? I guess I’m not competely sure.

    I did appreciate comparing the levels to other games’ styles, though. Good insight!

    I don’t mean to put you down, but I thought I’d give some honest feedback because I always seek critique myself when it comes to the work I do. Hopefully you’ll take it as a sign of respect. :P

  • Sigvatr_

    This game is the perfect stereotype of indie games.

  • anosou

    @God at play
    Yeah, that’s fair enough man. I only review games I really like so they might come off feeling a bit too personal to some. I will keep your criticism in mind though!

  • juice

    ZX Spectrum references for teh w1n!!1

    I like Leave Home, but it’s a bit of a freeform jazz experience[*]: a lot of it is liable to sail straight past the heads of non-afficionados…

    [*] Not that I’d know what makes a good freeform jazz experience, but y’know.