Headlander Review

Zack Hage
4 min readAug 9, 2016

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There’s nobody in the games industry that does creativity like Double Fine. From the metal crusade that was Brutal Legend all the way to the cult classic head-scratcher Psychonauts, it’s hard to find any other company that has had such a consistent track record with unique ideas and mechanics.

However, for the last couple of years their games have been hit or miss with me. I loved how Stacking felt and saw it as one of the most underrated indies released last generation, but Iron Brigade on the other hand was a bit of a slog. The same goes with my mass appreciation for Costume Quest, but middling perception of Broken Age (especially it’s second half). All in all, they are a company that always impresses me with their ideas, but the rest doesn’t always resonate.

So I retained an excited yet cautious eye on Headlander after it’s PAX Prime announcement, but always thought it was one of the more gripping titles under Double Fine’s current belt. And with the recent Deadly Tower of Monsters failing to capitalize on the 70’s atmosphere that is explored so sparingly in games, I looked forward to Headlander offering a more focused and funnier take. But, does it deliver?

Gameplay:

Headlander’s main catch is that you can attach yourself to any other living object, in order to solve puzzles, battle, and ultimately progress. Because of this, you’ll be moving a lot trying to find which body is right, as some of are more useful than others. If you’ve played 2011’s less than stellar Mindjack, you know some idea of the systems you’ll be using across this adventure. Just expect a lot more polish.

While Headlander is polished, some of it’s mechanics are less refined. The fast travel is clumsy on all frontiers, and the shooting takes some time to get used to. However, the main appeal is the ability to constantly upgrade, which is a bit ironic considering how small you really are. (Some Double Fine irony right there) This is by far the best aspect of the game, but it drags into repetition by the game’s end.

Story & Design:

Headlander’s story doesn’t play it safe, but this is surprisingly one of it’s biggest faults. Across the mixed gameplay, you’ll be getting an array of exposition and theme, but it doesn’t really cross together to form a collective meaning, resulting in some awkward emotional segments. The game does come together when it settles more on the funny side, but it’s still jarring to see what’s left.

Problems like these are what lead me to believe Headlander doesn’t really know what it wants to be. It’s possible to mix comedy and tragedy together, but the writers of this game went to the extremes for both. This poor blend is extremely disappointing for me, considering Psychonauts did this all too well.

Presentation/ Visuals & Audio:

Presentation wise, Headlander will likely be somewhat less divisive. Environments pop, and the overall audio design is passionate and connects well with the aesthetic. Unfortunately, this isn’t the case when you are repeating a section for the umpteenth time, but that goes with all games nowadays.

Headlander doesn’t contain any separate modes beyond it’s 8–10 hour long campaign, but there are some collectibles and objectives that would fit a completionist’s diet. Beyond this, the game lacks replay-ability, as the few memorable moments are hidden beneath horrid boss battles and occasional monotony.

Conclusion:

Headlander isn’t a lost cause, yet Double Fine should have done a couple more reinventions on the drawing board before they let this one loose. The main idea is intriguing and might convince some dedicated players to go all the way through, but to anyone else it will be a drag with some laughter, but mostly tedium.

Headlander gets a 5/10 (Flawed)

We’d like to thank Double Fine and Adult Swim Games for giving us a code!

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