The sparks and bolts were flying in the Indiemegabooth as 30XX was available for play and demo. Announced just weeks before the beginning of PAX East in Boston, 30XX is the direct sequel to the most Megaman game that is not Megaman, 20XX. 20XX found itself to be a huge hit with its audience as it was lauded for its tight gameplay, strong combat, rouge-like mechanics, and its co-op play. 30XX is a continuation of the strong foundation that 20XX established, and while 30XX is currently in an early stage of development, the gameplay is bigger and better than ever.
My demo of 30XX had me play in co-op with another PAX East attendee. We had a choice between Ace and Nina. Ace dons red armor and is particularly skilled in the use of close-range weapons. Nina dons blue armor and is familiar with the use of ranged weapons. After a quick tutorial of controls, we were off to play the first level and fight the first boss.
Compared to 20XX, 30XX feels looks much more vibrant, and more in line with the traditional visual style of 16-bit sidescrollers. Granted, 20XX sported impressive visuals also but was in a more illustrated, cartoon manner than the pixelated visuals that 30XX presents. The levels were larger, more dynamic, filled with alternative paths. Most strikingly is how different the level design pops at the screen. 30XX takes place a thousand years after the events of the first game, where machines have rules and humans have lost the will to travel to space. While this was only a demo level, the game evokes that sensation of an elegant dystopia. The first level was bright and mesmerizing, but of course, it was difficult to look at when you are being fired upon.
30XX ramps up the difficulty, but the gameplay is as tight as ever. Ace and Nina both play differently but feel very similar in controls and handling. 30XX feels significantly faster than 20XX, and it’s easy to go too far ahead and get pummeled by enemies. My demo has me as Nina, with her arm cannon an array of shooting types. Me and my partner had to fight an entire assortment of enemies, and at times, fight these enemies over pits of fire. The platforming segments struck that line between something challenging but reasonably doable, depending on skill and memory. The demo had us going through a hallway filled with rows of fire, making it impossible to get out unscathed. However, with my partner, it was entertaining, instructing each other what to do next and how to handle specific challenges.
Admittedly, our carelessness caused us to die before we got to the boss. I rebooted the demo, this time as Ace. Ace had an energy blade, then later on, a whip, to be used for close-range combat. While this was powerful, this put me at a disadvantage as I couldn’t attack enemies at a distance. The level design changed significantly, as 30XX is a roguelike However, in tight areas, Ace was absolutely dangerous and lethal with close-range weapons. Inevitably, after another attempt through rows of fire, we made it to the end of the demo, facing down a robot bear as a boss fight. It wasn’t easy, as the boss launched screen-clearing bullets and was incredibly aggressive. it was a tenacious boss fight, requiring sharp skill and a hint of aggression. Despite my best efforts, I went down, but my partner lived another day to fight the boss. I cheered him on, and in the end, he finished the demo.
30XX is faster, harder, and more rewarding. The game features the same incredibly tight gameplay, but with more to offer and experience. Having played 20XX myself, 30XX feels like an entirely new game. While there was only one level to play, I ambitiously await 30XX. 30XX will be arriving on PC and consoles, with a release date to be announced.