I’ve talked about Boson X (Mu & Heyo, 2013) a few times now. First, it was my way of explaining why I didn’t get into Twine. Then I released a video to explain how players navigate the fast-moving space of the game. Finally, I came out and admitted that I had become addicted, desperate to get on the leaderboards. It was my little Super Hexagon (Terry Cavanagh, 2012) for a while and then I put Boson X away behind a thick wall of lead, with all the other radioactive isotopes.
But Boson X is back.
Today it is releasing on Steam with three different avatars, twelve extra levels and also controller support. I had a quick look with a free copy kindly donated by developer Ian McLarty and felt that old Boson X twitch returning.
I just lost half an hour to the game. You can too. And more. So much more.
I don’t want to say too much about it as I’d rather the screenshots say it for me.
There are a few interesting spins on the existing Boson X concept in here and of the few new levels I’ve seen, several of them trawl deep in the waters of obfuscation. The first time I saw the Anti-Geon level, my head exploded: what am I… what am I looking at?
I still have some of my Boson X skills from a year ago, so I gave it my all. I found play with a controller quite natural and the overall feel is definitely more polished.
The trailer shows off some craziness in levels I haven’t seen yet. Or perhaps will never see. I’m not sure I’m ready to commit myself to the game’s religion again this year.
Screenshots on the Steam page show off more flesh than the trailer does. The screenshots here, though, are all mine!
However the real reason I’m writing about Boson X is because it prevented me from working on the Electron Dance article I was supposed to finish this evening!