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Tachyon Project Update / 10th of October 2015

As a follow on from our recent interview with Eclipse Games in regards to their excellent twin-stick shooter, Tachyon Project, the free patch/content expansion that the developer promised has now been released, giving players access to a fair amount of new material that is sure to expand upon an already action packed game. Having listened to some of the criticism levelled at the title, Eclipse Games have seen fit to give the difficulty a slight rebalancing to ensure that it remains more rational throughout, but this is just the beginning. Upon booting the game up again, players will find new music, bug fixes, some slight performance increases, and more, a lot more…

There are surely few gamers out there who weren’t already pleased with the game’s Story Mode, well, with less difficulty spikes, this has already seen a major improvement, but there have also been a further two key additions that enhance the experience massively. Firstly, one of my complaints about the game was the fact that to change the ship set-up, Tachyon Project forced players to quit their game and return to the menu, making them, upon their return, fight their way through every wave of the current level again to reach the point where they were previously at. Now, however, Eclipse Games have seen fit to allow this to be done without leaving the game, thereby removing what was undoubtedly the game’s biggest headache. In addition to this though, they have also been able to include a New Game + option, allowing gamers who have already played through and enjoyed the main game to do so again, keeping all of their unlocked upgrades and tackling the ten level adventure at a higher difficulty level. This alone adds a few more hours of gameplay to Tachyon Project, but Eclipse Games weren’t done there.



Those who have already played the game know that Challenge Mode was a fine idea, setting pre-set trials for the player to overcome in an attempt to set a new high score to proudly display to the world at large. It’s a bit like Geometry Wars’ classic game types, except that there simply wasn’t enough variation about them, and quite frankly, there simply weren’t enough of them either. Well, the developer also realised this, and has seen fit to add in an extra seven challenge maps (all of which can be enjoyed in local multiplayer too), almost tripling the content here, some of them simply challenge players to set a score using pre-defined load-outs, whilst others are a bit more inventive, these being;

Claustrophobia Challenge – this provides a subtle change of playstyle as four mines with an ever expanding blast radius begin to charge up. Should the player set foot within the radius of the bombs, it’s game over, however, this can be averted – at least temporarily – as destroying enemies decreases the range of the mines. It’s certainly not a dramatic change to the way that Tachyon Project is played, but it’s most certainly a welcome one.



Extreme Stealth Challenge – the idea here is that it should encourage more tactical play through the speeding up and slowing down of time depending on whether or not you’re firing. Ultimately, like the main game, it has been created to ensure that the player remembers to stop firing every once in a while, which means that here, it’s best to wait for enemies to group together before taking them out. I’m not entirely sure if this mode is particularly successful – it would perhaps have been best to encourage the player to disregard shooting altogether, much like Pacifism from Geometry Wars: Retro Evolved 2 as it would have meant that players would have had a whole new way to play the game. Still, a welcome addition to the game nonetheless.

Secondary Weapons Challenge – this game type removes the player’s primary weapon and restricts them solely to their secondary ones, so be sure to pack plenty of explosives. As one might expect, this does manage to inject nice twist on the established formula, ensuring that it simply cannot be played in the usual manner.



One Hit Challenge – another unique little play on the formula, this sees player able to sustain just one hit before dying, there’s no time to play for, just a good old fashioned survival run, I can see this particular mode being rather popular amongst the more “hard core” players.

So, there you have it, a free update to an almost three month old game, plaudits must go out to the developer for supporting the title with content that they could have rightly charged for. It’s surely just another example of why it’s the indie developers that are slowly winning over the hearts and minds of the global gaming community. If for some reason you haven’t already bought Tachyon Project, you might want to consider it now, after all, what more can you ask for just £7.99?

 
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