
You're a skydiving, video-streaming guerilla artist in the floating city of Boston High. Your job is to leap from buildings, cause mischief, and not get caught.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
A good example of 'death by improvement.' Cubes have been added everywhere, which makes navigating less fun. As you can hit them and they also always lead you through the best route. So between them and the new score pick-ups, the traditional gameplay of kisses and hugs is irreverent. You don't need to find the best route through the levels, just fly between the cubes and hit the glowing score buttons. UI has also becomes cluttered with stuff that which oddly wasn't in the demo. Levels feel much shorter then prior games. And the better graphics also make the game feel less unique and stylised. I'd recommend getting "for the awesome" instead.
AaaaaAAaaaAAAaaAAAAaAAAAA!!!
This is an AAAAAAAAAAAAAAAAAAAAAAAAA game. Take that, Ubisoft!
I can only recommend Aaaa Remastered because of its $10 price point. This doesn't really function as a replacement for the original game and I wouldn't recommend it to series newcomers. A Reckless Disregard For Gravity and For the Awesome have aged well enough to be better overall experiences than this is. As others have pointed out, the level select is terrible - and that's especially bothersome considering the notably good system in the original game. What really kills it for me is the lack of leaderboards. You just go for five stars and then... that's it. There's also no graphical options whatsoever, not even resolution and v-sync. The gameplay is fun and controls better than ever, but it's a very dry package.
Wild to look at my Steam achievements and see that I'd played Aaaaa! for the Awesome all the way back in 2011. Aaaaa! Remastered felt very much like how I remembered the game, but it being over 10 years ago certainly wasn't a very clear or detailed memory, so I booted up the original to compare. Turns out, it's really more like a sequel (or at least, a full re-imagining) than how I would imagine a remaster. As far as I can tell, the levels are completely new ones rather than direct remakes of the old ones, and there's a bunch of other differences too. A lot of them are positive: The new cyberpunk-like visuals are great. The game feels much faster than the original (and that certainly always was part of its core appeal). The controls are streamlined a lot, and feel more fun and responsive as a result. It's still a great game to quickly hop into and have some high-speed thrills. This new one comes with a lot less joke-filled text to read, as well as a more subtle sound design (with no spoken words), which makes it a solid podcast-listening game, albeit at the cost of the offbeat charm the original had. But other differences are negative. I can't say that I personally care too much for the lack of options in the options menu, though I understand that it can be an issue. But what feels really strange to me is to have a score-based game that doesn't have leaderboards (Aaaaa! for the Awesome did, and still does). Even if you're just trying to beat your own score, Aaaaa!Remastered gives you less motivation and data to do so. In the level select screen all you see is a star rating. The actual score? You only see that upon completing the level - and it's just the final number. A!ftA gave you a detailed rundown of how your score was composed (how many buildings you hugged, hand gestures you deployed, etc...). Furthermore, the previously mentioned level select screen only displays one of the 150+ levels at a time rather than a list that would let you pick out levels to perfect your score in at a quick glance. You can navigate through the levels one or ten at a time, so it could have been worse, but it seriously feels baffling that they didn't just put in a scrollable list (or at least the weird cube selection of A!ftA). There is also no way to quickly restart a level other than exiting to the level select and hopping back in. The menu UI feels like it's made with generic placeholder designs and fonts (the pause menu during a level features pixelated text), which is at odds with the visual upgrade of the actual game. Despite these flaws, I'm recommending the game. What's missing doesn't detract from the game, however having it be present could have made the overall experience shine even more. The core gameplay is still loads of fun, while feeling more polished than the original, which makes it the better starting point if you're new to the series. But I'd love to see the polish extended to the rest of the game in a potential future update. A remaster of the remaster, if you will.
I'll focus on this game, but touch in to compare with the others. First off, the options menu is comically bad, it's all sliders-that-aren't-actually-sliders, and it's different if you pause inside of the game where it tells you the actual values. The level select menu is also confusingly bad, you can go forward/back either one or ten levels, that's it. This is important because you need a specific star count to unlock levels, so if you want to look for the ones you're missing, you have to click through all of them one at a time. Any kind of quick select would be appreciated. Controls: Game is mouse and spacebar only, and spacebar is optional. Left click/right click to thumbs up/offensive gesture at your fans and haters respectively. Spacebar to deploy helicopter-chute. [but didn't you say this was optional?, yeah, I'll get to that] Directional controls are entirely look based, which feels pretty intuitive. Movement is surprisingly reactive and you can take corners you really wouldn't expect. There is no restart option, you have to exit to menu and re-enter. Gameplay: The gameplay loop is simple, each level is a score attack to unlock up to 5 stars, levels have a star requirement to be unlocked. Each level you get dropped into the air above an obstacle course of abstract shapes, floating cityscapes, and emoji-cubes, gaining score from the risk of your moves. Mechanically, this mostly comes down to 'hugs' and 'kisses'. Hugs are the continuous score you get from being near objects as you fall, they also boost your multiplier based on how close you were. Kisses are a one time score bump for the first time you get close to an object. You also get points from hitting score plates or making the correct hand gesture when passing a crowd, but these are more supplemental in most levels, or at least dependent on you also getting hug multipliers. Each level after the first you have two hearts, the first time you slam into the top of something you'll be launched back up the level, the second time ends your run. [Which raises the question for me, why have two hearts instead of one?] Sometimes when you get launched up you'll be placed immediately above another object and take your second hit. As far as I can tell, ending your run losing your second life is no different to landing with your chute. There's no penalty for death or reward for landing in the designated area. Level design/changes: I only want to touch here on something that's unique to this game, the emoji-cubes. In the intro level the game explains that these are the optimal path to take, but that's not really it. Because the cubes are still objects you get hugs/kisses off of, they don't mark the way, they *set* the way. There's not room for finding your own path, because if you want the points to keep going you need to stick with the pack. I'm still not sure if this is an intentional subtle jab at artists and influencers riding trends, or the need of your character as an artist to get attention, or players only wanting the game thing over and over, or some way to give the required path personality? Music: The music is overall generally higher quality, I have no idea if it's licensed or original, there are no credits. The songs are now randomized with every run, which has it's ups and downs. Playing the same level isn't as repetitive, but levels also have less of an identity. - There is also VA for the tutorial in the first level, they immediately get a number wrong. Personality: This is the final nail in the coffin for me, but also makes me wonder if people who hadn't played the previous ones would feel the same way. There's these hints of a personality, but that's all they are. This game is so inoffensive that the remnants from the previous games feel like sharp edges. On remnants and sharp edges, the steam page feels like it was made for a different game closer to the originals. The two line plot is a summation of the earlier games that makes no appearance after the intro. The only incredible feature that's true is there's more than 0 levels, the spray paint doesn't even come back in this. And maybe this is me missing them or they're only in later levels, but I'm pretty sure there's no cars? Maybe I've been too focused on the cubes. The change in game controls has disincentivized looking around, so while things are prettier you won't really be paying much attention to what's going by, but if you do focus out, you'll find more genetic backgrounds than the former multi-story in universe adverts. I don't think having these visual style changes is a major negative on its own, but it certainly impacts the overall bland feel of the game. I set this down after about an hour and went and played some Aaa... For the Awesome! and honestly, I like it more. I'd rather have a janky game with some punk spirit and off kilter writing. I really hope I didn't put more thought into the meaning of the cubes than the devs did...
Good, fun, but lazy and/or unfinished - The UI is basically empty, after every level all you get is black screen with some text. - There's no instant replay button. - Game stutters a lot for some reason which sometimes results in cheap hits. And there's almost no settings. - Scoring is weird too: you can get 5-stars on first 25 or so levels easily, but after that it just feels random. Some levels are extremely difficult to 5-star, some are not. So after a while I've just started 3-starring all of the levels. I also don't understand why it's called "Remastered" while originals look, play and feel very differently. Still, the game is a fun arcade and I liked my time with it. It is flashy and beautiful, the music is great, controls are great and most levels feel good to complete. If only Steam had the mixed review button...
A solid recreation of one of the best indie games of all time. It's the game you know and love with updates graphics and soundtrack. The difficulty ramps way up after the first 20 levels or so, but you'll keep finding yourself dodging blocks, buildings, rafters, and lasers IRL looking to eek out just a couple extra thousand points. This game is immersive beyond anything else, even without a VR headset. Every level is a thrilling drop from beginning to end, and it plays like you always hoped AaaaaAAaaaAAAaaAAAAaAAAAA!!! would. Now as others have said, it's not perfect. I miss the little bits of narrative before each stage, the trippy cubic level select screen, the funny joke levels, the clear UI for wave vs. flip (seriously sometimes I get the sound for a hand gesture and can't see the rafter through all the other details, so half the time I just have to guess) and some of the sound effects lack the punch the original had (like the point planes not being smashing glass anymore). Also yes, the options menu leaves a lot to be desired, and lack of controller support probably means Steam Deck won't be perfect (although I am excited to see how it plays with the thumb pad). If you enjoyed "A Reckless Disregard for Gravity," and/or "For the Awesome," or you're in the market for a very high octane and thrilling score attack experience, then you absolutely should pick up Remastered. For the price of admission, you get 200 levels of an amazing indie game that controls great, looks great, sounds incredible, and is just a blast to play. Just stop reading and get this one in your collection, like, right now. Go.
Base jumping? More like BASED jumping!
Игрушка прикольный, впервые о игре "for the Awesome" я узнал от ютубера Eligorko, чисто пойдёт для того чтобы немношко по фанится и ставить рекорды.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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