
Beat The Game
Worm Animation's surreal art-object walks the line between music toy and walking simulator, and it knows exactly which side of that line it prefers - the pretty one.
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Screenshots & Media

About Beat The Game
My first hour with Beat The Game felt less like playing something and more like wandering through a stranger's dream. You guide Mistik, a hoverbike-crashing music producer, across a sun-scorched desert populated by winged eyeball monsters, mysterious red thrones, and the kind of imagery Salvador Dali might have conjured if he had access to a DAW. The world is genuinely gorgeous. Worm Animation is, in part, an animation studio, and that lineage shows in every frame - character models move with real weight, the cinematography in cutscenes is thoughtful, the saturated colour palette pulses with atmosphere. As an art piece to wander through, this place is singular. The central mechanic is sound collection. Mistik carries a Sound Scanner, a little tuning-pad device that lets him capture audio from the desert's strange inhabitants and objects. Sounds are organised across eight channels on a holographic mixer you can open at any time, and the mix you build becomes your actual in-game soundtrack as you explore. On paper, that is a wonderful idea - you are literally composing the music you walk through. And in practice, those early moments when you close the mixer and your own rough beat kicks in as the world hums around you? Genuinely lovely. The samples span ghostly cat meows to electronic pig snorts, metal-on-metal clanks to shattered crystal tones, all sourced from Marc Houle, a French house and techno producer whose work gives the whole thing a pleasingly sinister, industrial pulse. Combining a soda can with a pair of drumsticks to unlock a hi-hat sound is the kind of small craft detail I live for. The Roboball, a remote-controlled first-person camera drone, adds a second layer to exploration that briefly feels inventive. But here is the problem the whole critical conversation around this game keeps circling back to: it is extremely, almost aggressively short. You can finish the entire experience in under an hour, possibly two if you poke at every corner. The final live-show sequence - the payoff the whole game builds toward - abandons the free-mixing freedom of the rest of the experience and locks you into a follow-the-prompts pattern that feels closer to a simplified rhythm game than any kind of earned creative conclusion. Characters like Moss are introduced once and never appear again. The closing scene teases a next chapter that simply does not exist. Critics and players alike noted this feels less like a complete game and more like a polished first chapter, or a tech demo for something bigger that never arrived. The mouse control scheme was widely flagged as frustrating; use a gamepad or keyboard. Who is this for, then? Honestly, the people who will treasure it are the ones who can accept paying for a mood rather than a runtime. If you respond to French house music, surrealist visual art, and the specific pleasure of building a rough looping beat while you wander a strange world, Beat The Game will give you something no other title quite replicates. If you need mechanical depth, narrative payoff, or more than one setting to explore, this will leave you cold and a little resentful. The Adventure Gamers community rated it warmly; the more game-focused press circled around a middling Metacritic score of 55 for good reason. Both groups are right, depending on what you showed up for. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP, Vista, 7, 8, 10 or above
- Memory
- 2 GB RAM
- DirectX
- Version 9.0
- Storage
- 1200 MB available space
- Graphics
- Video card must be 256 MB or more and should be a DirectX 9-compatible with support for Pixel Shader 3.0
- Processor
- Intel® Core™ 2 Duo E6600 or AMD Phenom™ X3 8750 processor or better
Reviews & Ratings
Game Info
- Developer
- Worm Animation
- Publisher
- Worm Animation
- Release Date
- Sep 7, 2017