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Review: Zero Zero Zero Zero

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Mike Bithell's Thomas Was Alone proved you don't need big graphics to make a game, and many others have dialed back the visuals to focus on gameplay, but it is hard to think of one as stripped-down as 0000.

ZX-81-style black and white is the order of the day with some dinky pixel characters and animated perils standing between you and 100 levels of headache. All you have to do is reach a trigger to activate a door, and then get back to it. But that's pretty tricky when you to bounce over spikes, dodge bullets or lasers, are being tracked by enemies and the ground may collapse, bounce or spin you off in any direction.

The first couple of levels get you used to the gameplay, but after that you are faced with random levels that you need to learn - fast. Some you must move instantly, others you can think about, but you need to remember what you screwed up last time whenever that level randomly presents itself again, adding to the mayhem.

There's a reasonably ambient, slightly plinky soundtrack behind all this plus some tapping-glass sound effects, but all your focus needs to be on the tiny "hero" character and making sure every move counts, because one wrong move is generally fatal. One level you can make the same mistake 10 times, another you can make a dozen different screw-ups on your endless visits.

Per-pixel vision is required and some levels get quite hypnotic, perhaps a deliberate effort to distract. Other levels have aliens or blocks you can use your gun on, but in most cases you are always outmatched, and speed or cunning are required to escape. Then, if you somehow master all the levels, try hardcore mode and see how many you can do without losing your single life.

Brutal fun, if you can call it that, 0000 proves you don't need a massive graphics budget or team of artists to build a good game.

Developer Alvarop/Ratalaika
Price: £3.99 (PSN)
Score: 7/10
Progress: Platinum


Currently playing on my Vita/PS4/PS5