THOTH Review

Zack Hage
2 min readOct 24, 2016

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Although it didn’t release this year, playing 140 on console has been one of my favorite memories, since the game did so much with so little. And over three years later, a SHMUP is coming from the same creator, even with a Double Fine backing. Is the streak continuing? Here’s my verdict.

Gameplay:

Immediately, THOTH doesn’t hold hands, which for a SHMUP, could be considered a dangerous move. However, the game settles this by genre bending a little bit, but this doesn’t come across as cheap or even appealing to another, perhaps unrelated base. Instead it’s pretty natural, which makes the levels following all the more intriguing.

Story & Design:

The game also grows it’s challenge, as to be expected. You’ll see mixtures of new enemies and new strategies they take, which makes the game harder if you don’t get used to the franticness. This aspect could turn some off, but for SHMUP fans wanting something new, this is the ultimate sell.

Presentation/ Visuals & Audio:

THOTH’s presentation is some of the most minimalist I’ve seen in recent memory, and the music definitely follows suit. However, I felt this undercut the innovations the game provided. Basically, get distracted once or twice, and it will be near impossible to follow. Things like these make THOTH’s direction unclear, despite it’s other potential.

Conclusion:

After playing the vibrant 140, THOTH feels like an acceptable successor with not much else. The game’s art style is likely what hurts it the most, as it’s so divisive, within appealing to a small base. But if you do have fun, there are some pretty cool occurrences.

THOTH gets a 7/10 (Average)

We’d like to thank Double Fine for giving us a code!

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