There are so many video game Kickstarters these days that it is often quite wearisome to see press releases about them piling up in the USG inboxes. But every so often one comes along that either sounds like an interesting concept or has a great pedigree behind it. Adventures of Pip has both, delivered to us in a press release that contained so much enthusiastic, energetic exaggeration I can only assume the author had been on the energy drinks all day before writing it.
You may not have heard of developer Tic Toc Games, but you'll be familiar with the work its members have put out in the past. Sporting alumni from the California Institute of the Arts as well as former Nickelodeon, Disney and WayForward employees, between them Tic Toc's members have worked on titles including Shantae, Mighty Switch Force, Double Dragon Neon and DuckTales: Remastered between them. A team ideally suited to put together a retro-style platform adventure inspired by Metroid and Castlevania, you might think, and you'd be right; that's exactly what Adventures of Pip is.
There's an interesting twist, though. Rather than adopting a single retro-style aesthetic, Adventures of Pip instead evolves as you play it, with its visuals, audio and gameplay changing over time. Beginning as a single, large pixel (perhaps inspired by the player sprite in 2600 classic Adventure?), protagonist Pip discovers that he is able to absorb the pixels of his fallen enemies. Over the course of his adventures, he absorbs enough pixels to increase his resolution, becoming more and more powerful in the process. His ultimate goal is to overthrow the evil, high-resolution powers that oppress the low-resolution inhabitants of the world, allowing all aesthetics to ultimately live in harmony with one another. Wouldn't that be nice?
Interestingly, Adventures of Pip was originally envisioned as a mobile game supported by a publisher, but the team at Tic Toc notes on the project's Kickstarter page that they believed this to be "selling the concept short" and thus decided to go it alone. The new intention is to release the game on PC, Mac and Wii U, with Xbox and PlayStation versions under consideration if the campaign reaches its stretch goals. The game's already at an alpha stage and just needs a bit of extra cash to finish it all off: $90,000, to be exact, with several stretch goals in place for if the project attracts enough attention and funding. If you want to help out, pledge your support here.