Game Bias’ 15 Greatest 2D Platformers List — Intro and Honorable Mentions

by Jed Pressgrove

In video games, jumping is as ubiquitous as shooting, and it’s often considered an essential part of the 2D platformer genre. But that’s not exactly the case from my view. Although the overwhelmingly majority of platformers involve jumping, there are historically significant games where you must move from platform to platform without jumping at all. This list will include entries that fit this description.

Some might wonder why I have chosen to focus on 2D platformers. The short answer is I don’t think 3D platformers have been that impressive on the whole over their roughly two-decade lifespan. I will consider putting together a list of the greatest 3D platformers, but it would be shorter than this one.

The honorable mentions below show that 2D platformers remain vibrant and fascinating. But before I reveal these selections, I do want to say that the 2D platformer, more so than any other video-game genre, is heavily associated with blind nostalgia. Fez, Shovel Knight, Celeste, and others bring shame to the art form by referencing or utilizing aspects of classics without surpassing or interrogating what came before them (see Fez’s Tetris, Mario, and Zelda allusions; Shovel Knight’s easygoing nods to Mega Man, Zelda II: The Adventure of Link, and Super Mario Bros. 3; and Celeste’s pixelated sprites, which look like god-awful mush during the game’s precious zoom-ins). We must look beyond what reminds us so much of the past.

As for why the following five games weren’t simply included as part of a 20 greatest 2D platformers list, I echo what I said in the intro to my 15 greatest shooters list: there are other honorable mentions I could name, but I want to highlight these choices for their unique appeal.

Platformance: Castle Pain (2010)

Unfortunately, this game might be forever lost after Microsoft abandoned support of Xbox Live Indie Games for the Xbox 360, but in case a port pops up somewhere, I must mention Platformance: Castle Pain by Magiko Gaming. This gem is simple: you can walk left or right, jump, or zoom in or out so that you can better detect and avoid obstacles on your way to rescuing a damsel (yeah, that trope is more worn out than a pair of 1980s blue jeans). The zooming mechanic is brilliantly executed. Let’s say you’re at the section where you need to traverse a long platform while jumping over arrows that are being shot at your back. You may want to attempt this trek with the default zoomed-in camera, reacting to the sudden appearance of a projectile behind you, or more cleverly, you can zoom all the way out so that you can see the game’s entire single stage — it resembles an elaborate living picture that one would hang on a wall — and thus the release of the arrows from their origin. Unlike Celeste’s phoned-in visuals, the pixel art here is superb whether it’s in your face or in the distance. The experience is brief like a children’s storybook and accompanied by an uplifting medieval-themed soundtrack, but Platformance: Castle Pain requires perfect timing and spacing to conquer its challenges as you move from checkpoint to checkpoint.

Rock Bottom (2014)

Amy Dentata’s Rock Bottom is a fantasy in which levels that represent a state of depression can be completed by counterintuitive means. The goal of Rock Bottom is to jump to higher platforms, but the only way to increase the power of your jump is to fall to your death. To further strengthen your legs, you must extend your fatal plunge by avoiding platforms as you fall from greater heights. If viewed cynically, Rock Bottom’s concept could be linked to suicide ideation, but I interpret its madness as wry hope for convenient change. Ultimately, the game is an affirmation of life after struggle, as suggested by the ending that celebrates the fact that the protagonist can finally jump without having to worry about escaping a hole.

The Duck Game (2013)

This quirky title from James Earl Cox III, one of the most fascinating and prolific developers of the decade, might not fit the traditional definition of a 2D platformer, but it effectively utilizes platforms in its depiction of a downward spiral of addiction and obsession. Absurdly, the protagonist is preoccupied with the idea of holding the legs of a duck as the bird flies. Unless you elect to hit “Escape” on your keyboard, you get to see what happens when the hero indulges in this practice. In addition to the trippy premise, visuals, and audio, the amusing part of The Duck Game is that the platforms don’t matter. When you’re flying high with the duck, the platforms are unnecessary for vertical advancement, and when flying with the duck becomes a problem (the protagonist stops caring about hygiene and everyday chores as the duck’s strength wanes), you can’t leap well enough to reach your previous high. The implication is that if the duck weren’t in the picture, you could go from platform to platform like a normal video-game character.

Iconoclasts (2018)

Because I played Joakim Sandberg’s Iconoclasts for the first time only a few months ago, and because it’s practically new, I don’t have the critical distance to state that it deserves to be on the main list. That’s what my head says. My heart says the game should go down as an all-time great. Iconoclasts’ combination of combat and puzzle-solving makes for some wonderful platforming moments, but it’s the storytelling I want to focus on here. Not only does this game have the most complex plot of any platformer I can recall, but it has the most conflicted depiction of faith and religion that I’ve seen in any video game, period. With a theatricality that recalls the interweaving dramas of Final Fantasy VI, Iconoclasts never lets you forget that it involves human beings with worldviews shaped by their individual experiences and convictions. This is the most ambitious 2D platformer ever made, and in almost every respect, it succeeds. (See my full review here.)

Octahedron (2018)

Yet another 2018 game that I will continue to keep in mind as I evaluate the history of 2D platformers, Octahedron’s ever-changing mechanics share center stage with a beyond-thirsty electronica soundtrack and neon-infused graphics that recall wild night clubs. The smooth and slippery movements of the platform-creating protagonist complement the pulsing beats and blanket-like textures of the music. A sensual powerhouse from developer Demimonde, this game is so sexy that one can feel dirty exploring every last part of its tunnel-like stages. (See my full review here.)


Octahedron Review — Sexed-Up Mechanics

by Jed Pressgrove

Whereas the overrated Celeste is more interested in death and whining than creative expression, Octahedron can’t get no satisfaction with its basic idea of a hero creating temporary platforms to reach new heights. From level to level, developer Demimonde obsessively introduces wrinkles to his game, showcasing a thirst for change that recalls the passion of jazz trumpeter Miles Davis.

In Octahedron, the primary goal of every level is to reach the exit. You play as a blockheaded protagonist whose only power is to form platforms that disappear after a second or two. This premise somewhat recalls the 1986 classic Solomon’s Key, but Demimonde delivers a more urgent experience. To the textures and beats of a trance and house soundtrack, you can slide your temporary platforms to the left or right before they dissipate, allowing you to access the farthest corners of the game’s neon tunnels. All the while, you must keep count: initially, you can only create two platforms before needing to touch a permanent platform in order to recharge your precious ability.

The journey keeps morphing via a neverending well of rules, contraptions, and enemies. In one level, Demimonde gives you the allowance of 50 platforms that you can call into being before needing to land on solid ground, but this freedom comes with the price of having to navigate a maze of electrified walls while dodging the lasers of a stationary sentry whose counterclockwise rotations evoke a disco ball gone mad sniper. In another level, you can only create one platform at a time, unless you grab plus-sign power-ups in midair to add to your capacity.

Octahedron has no shortage of environmental puzzles that arrive with no detailed tutorial; Demimonde asks your lust for experimentation to match his. Thankfully, the ideas are as intuitive as they are stimulating, from pipes that suck you into different parts of levels to platforms that pop in and out of existence based on how far you move to the left or right. The affair becomes more complex when you gain the ability to conjure a second type of platform that shoots destructive beams from its bottom. This dominating power comes in handy when you must, say, deal with platforms that turn into bat-like pests once you get high enough above them.

Like many other platformers, Octahedron offers items to collect for a perfect performance. Unlike the case with Fez or Celeste, the collecting here feels orgasmic rather than constipated. Flowers bust out of light bulbs that you smash with your gliding platforms. Secret areas illuminate when you dare to go to precarious inches of the levels. Sometimes you pass the literal boundaries of stages. The fluidity and restlessness of Demimonde’s game is gasp-worthy.