
Tanglewood – A new game for the Sega Megadrive/Genesis
Yes. I, Thomas King, did contribute to the KickStarter to help raise the funds to make this game. This means that a lovely new Megadrive cartridge will be added to my games collection.
Yes. TigerTails Gaming (everyone other than Xavier) was involved in the Closed Beta of the game, and have played it to completion before release. We also helped find some bugs which have been patched out. And yes, there is gameplay footage of us playing the beta versions, and no that will not be released. Nor will any ROM files, so don’t even bother asking.
With the formalities out of the way, let’s get on with the review… Well, not such much review as a stream of consciousness, with a review flavouring. Tanglewood is a brand new game for the Sega Megadrive (or Genesis, if you’re from the USA) with ports to PC, Mac, and Linux via Steam, and a Dreamcast version coming in due course (thank you KickStarter stretch goals). The game was released on August 14 2018 and is made by Big Evil Corp – certainly not affiliated in any way with Sega. The game was written in 68000 Assembly and was made using Sega’s original hardware tools. Quite an achievement. We have talked about the game a couple of times before, but now we can talk about the whole thing! Well, we can, but this is going to be mostly spoiler free. There are some parts of the game that are best experienced for yourself.

Nymn battles against the weather as well as the terrors of the night in Chapter 2: Storm Warning.
While out dodging foes and solving puzzles, you’ll come across some friends who can help Nymn along the way. The most common are Fuzzls. Cute little balls of fluff who, in return for you helping them to their nest, can grant special abilities. They can give the gift of flight (well, glide), taming some of the night dwellers for a short time, powering machinery, and even slowing down time. They’re quite powerful little beggars really. Which makes escorting them home for the night really worthwhile. Indeed, a lot of the puzzles are based around pushing Fuzzls into their nests, and then mastering the skill gifted to you. Things start off nice and easy. You see a nest and shortly afterwards you see a Fuzzl. Insert rod A into slot B and boom, you get the skill of flight that allows you to make a jump and continue on. Later puzzles, however, can be quite fiendish – though never so complex that you feel lost.

Running across collapsing bridges in Chapter 3: Heritage.
The game itself if broken up into 8 chapters, each with multiple acts. As you progress through the acts the time of day shifts from the daytime to the nighttime – and the game gets progressively harder with each chapter. That said, the game never becomes frustrating. There are certainly sections of the game which require a degree of trial and error, and there are sections of the game that will require some skill in order to overcome the obstacles, but the game is never unfair with its challenge. Some of this challenge comes from the puzzles, some from the enemy encounters, and some from the level design. There are also some boss battle sprinkled in. Does the demonic force have something to do with that? With Nymn unable to attack directly, however, you’ll need to use your wits and cunning to take down your opponents.

Fireflies and Fuzzls in Chapter 5: Bygone Mines.
Graphically the game is wonderful to look at, especially in motion. The characters all move with grace and fluidity and the love really does shine through. This has been consistent from the first publicly released demo and is something I appreciate in a game. I can forgive many things, but shonky character animation is not one of them. The backgrounds are also rich and lush, for a Megadrive game, and the switches from day to dusk and then to night are a nice touch. Each stage takes place in a different environment, starting out in lush green forests, finding evidence of civilization, underground caves, and the desert. Not necessarily in that order. There are times when the backgrounds can seem a bit sparse, but this appears to be a deliberate design choice and they do well in setting the scene, hiding fireflies, and providing the setting for some of the puzzles the game presents. This is especially apparent during a level that takes place in a lighting storm, where the sparseness is actually part of the challenge itself.

Creative uses of lighting in Chapter 6: Deadwood.
Something else that’s worth mentioning is the music. Created by experimental digital artist Freezedream, the original score to this game ranges from light and calming to dark and atmospheric. The music isn’t a constant soundtrack like in Sonic, but rather it kicks in to deepen a scene before slinking off when its job is done. Starting with fun, gentle melodies in the downtime, it doesn’t shy away from ramping up to percussion heavy, adrenaline pumping action music when Nymn’s life is being directly threatened by the terrors of the night. The sound is driven by the Echo sound engine, created by Sik, and really allows Freezedream’s compositions to shine in a way that other engines may not have… Sonic Spinball’s sound engine, I’m looking at you here.

Nymn glides with a Fuzzl powerup in Chapter 1: Harlequin.
Overall, though, Tanglewood is a fantastic game. It’s coming out at a time when retro is current again, and the march of the mascot platformer is on the rise. However, while most of the games looking to cash in on our nostalgia are inspired from the retro eras, Tanglewood goes that extra step by actually being a modern retro game. The aesthetics and mechanics aren’t trying to emulate the feeling of a bygone time, they’re actually working within the confines of the hardware and Big Evil Corp are using that limitation to drive creativity in both design and execution. This isn’t a throwback to the past, it’s a continuation of the genre. Taking what the industry has learned over the past 20 years and applying it where required so we can see what games can be like on the aging 4th generation systems with the benefit of hindsight behind us. Tanglewood is a modern game, made for an old system, using ancient tools and methods – and if that’s not something worth celebrating, I don’t know what is.
Purchase Tanglewood:
Website: http://tanglewoodgame.com – Sega versions.
Steam: https://store.steampowered.com/app/837190/TANGLEWOOD – Windows, Mac, Linux, and Steam OS versions.
Itch.io: https://bigevilcorporation.itch.io/tanglewood – Windows, Mac, and Linux versions.
Tanglewood Social Media:
Twitter: https://twitter.com/tanglewoodgame
Facebook: https://www.facebook.com/tanglewoodgame
Official Release Trailer:
Excellent Review Thomas!
It was so fun reading the thoughts from someone else who was lucky enough to get early access to Tanglewood.
I share many of the same impressions as you. In particular the use of Music in Tanglewood is soooo well done. This game has a real tangible mood. It’s fantastic.
The only point I differ on is that I felt the controls were spot on perfect. I played mostly on my Genesis console and I felt totally in control of Nymn.
But regardless, it’s wonderful to read impressions from other people. I’ve been starved for Tanglewood content and your review really hit the spot.
Thank you!
Thank you. I wanted to get all my thoughts about the game out before I get Xavier to complete it for the videos. Hopefully it wasn’t too rambling and I’m glad you had fun reading the wall of text. It was certainly great fun to write. And certainly the longest post on this site too.
And now to plan the videos! Hope to see some on your channel too.