Compared to Minter's follow-up, Space Giraffe (another Tempest-alike), TxK is a return to basics. Built on Tempest's foundation, TxK scales back Space Giraffe's complexity while incorporating many elements from Tempest 2000 for a refined and enjoyable – if overly familiar – look back at arcade gaming's past.
Though you'll use similar strategies in each level, the TxK campaign has a satisfying difficulty curve, which helps to maintain a solid sense of pacing throughout its 100 included levels. Whereas classic arcade games continue ramping difficulty as levels progress, TxK often rewards players with one or two relatively calm levels after surviving a particularly fiendish stage. It makes the lengthy campaign less grueling than it would be otherwise, and extra lives are doled out frequently enough to offset any difficulty roadblocks you'll encounter.
TxK starts off as a generally straightforward Tempest remake, retaining the original 1983 arcade game's kill-em-all gameplay and focus on twitch reflexes over strategy. Starting in later levels, though, playfields twist, undulate, and fold in upon themselves, making it more difficult to track enemy movement. When the game is firing on all cylinders, you'll repel swarms of invading creatures atop a playfield that spins constantly, often flipping your character (and your controls) upside-down. Keeping your cool while TxK is doing its damnedest to make you nauseated is a unique challenge, and it's a brilliant twist on a classic formula.
Compared to Space Giraffe, TxK is much narrower in scope, and its gameplay is more straightforward and accessible. If you're already familiar with Tempest, you'll master TxK's mechanics immediately. Even if you've never played any previous version of Tempest, TxK's three-button control scheme is easy enough for newcomers to grasp, especially when compared to Space Giraffe's risky, enemy-ramming gameplay and expanded twin-stick mechanics, which resulted in a steep rise in difficulty.
TxK fixes many of Space Giraffe's fundamental issues, but you'll still suffer the occasional death from unseen hazards – a problem stemming the Minter's long-standing love of psychedelic backdrops and overwhelming enemy hordes. These deaths aren't too punitive, thanks to a friendly "Restart Best" option, which allows players to restart at their highest reached level with extra lives intact, but slamming into an enemy bullet obscured by the on-screen chaos is always a heartbreaking momentum-killer.
Minter's recent iOS output saw wild shifts in genre, style, and presentation. TxK, in comparison, is an exercise in restraint. In a way, this change is for the best. By culling the experimental elements that sometimes made Minter's previous works difficult to enjoy, TxK is more cohesive as a whole. On the other hand, reigning in the weirdness factor means missing out on much of Minter's trademark charm. It's a necessary trade-off for the sake of mass appeal, but as a fan of his experimental side, I'm a little bit disappointed that Minter didn't take more risks with TxK.
Though it plays it safe in terms of mechanics, TxK is challenging and thrilling throughout. It's a treat for anyone who enjoyed any previous version of Tempest, and it's especially worthwhile if you missed out on Tempest 2000. If nothing else, TxK's existence means that there is no longer any reason whatsoever to own an Atari Jaguar. For that, I'm grateful.
This review is based on a PSN download of TxK, provided by Sony. Images: Llamasoft.
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