Deja vu is a sentiment I often find cropping up around games like Flat Heroes. Much as I love minimalistic art styles, there are only so many times I can play as a monochromatic quadrilateral before starting to wonder if maybe I should be asking for more. After all, appealing as I find flat-shaded shapes, others may see the aesthetic as little more than laziness on the part of the game’s art team. And with all the titles out there that do similar things with better art, it can be tough to justify the existence of another game like Flat Heroes.
Generally, when one game adapts ideas from another, it will expand on them. It will add variations and extra wrinkles to the gameplay that were impossible when the original game came out. Sometimes, it will even throw in entirely new ideas that profoundly change the way the core mechanics work. I therefore find it interesting to see a game like Refunct, which seems to draw inspiration from an assortment of free-running games, but particularly Mirror’s Edge. Now, Mirror’s Edge is a game that I played through quite a while ago, but I remember that some of my biggest problems with it were just how big it was. The levels were large and complex, often requiring complex sequences of actions to traverse effectively. There was a lengthy story mode, which meant that some missions felt padded with unnecessary combat sections and other irritating set pieces. It was a good game at its core, but there was just too much of it. Then there’s Refunct, which strips away all the complexity and leaves only the bare necessities. While this scaled-back approach may seem counterproductive at first, I feel that it actually elevates Refunct to be a far more enjoyable experience.