“Master Spy” by TURBOGUN

“Master Spy” by TURBOGUN

Here’s my one-sentence summary: if you want a tough 2D platformer that centers on stealth (not combat) and offers plenty of 80s spy thrills, Master Spy is the game for you.

Next, a word from the developer: “Throw on your invisibility cloak and put your reflexes to the test in this brutal precision platformer brimming with espionage, intrigue, and betrayal! Featuring an Original Soundtrack by Grammy Award Winner RAC.

What Worked For Me:

  • The game offers a variety of difficulty modes, from “Narrative” to “Master.” While I think the game could’ve done a better job explaining the differences (especially between the middle modes like “novice” and “operative”) it’s nice to have choice.
  • Though the game is difficult, it offers ample check-points and quick respawns (on the “Novice” difficulty, anyway). I was “caught” (aka entered a fail state) about 900 times over the course of my playthrough, so being able to quickly restart was a godsend.
  • Though the game didn’t allow key remapping, each of its functions were mapped to so many keys I had no issues using my buttonbox controller. I could’ve also easily run the game using my keyboard.
  • If you like 80s action cheese and spy thrillers, this game’s plot will be right up your alley.
  • The game includes a variety of unlockables, from additional “VR” missions to a new difficulty mode. The game also includes a level and cutscene select, which make it easy to revisit favorite parts of the game (or practice for speed runs).
  • The game’s mechanics appear simple on their face, allowing for only lateral movement, jumping, and “cloaking.” With that said, the game is great at offering new challenges and curveballs. By the time I finished the game, I felt quite confident in my understanding of its systems.

What Didn’t:

  • The sound effects are quite loud (especially in the last level), and there’s no way to adjust them. The only audio option offered by the game is to disable all of it.
  • I wasn’t bothered by the game’s lack of hand-holding and mechanical explanations, at least not at first. The lack of explanation became an issue in level 4, though. In short, the game expects the player to perform a “flip jump” to clear a tricky area. Given that the “flip jump” is only mentioned in the “Controls” portion of the Options menu, I had to watch a walkthrough on YouTube to beat the section in question. Oof.
  • The reveal of the true final villain’s “real” identity was underwhelming. It appeared meaningless to Master Spy, who offered no reaction beyond collecting their payment and escaping. I guess this matches with their characterization as a morally grey character who is only motivated by money, but any kind of narrative through-line could’ve enhanced the story (either via cheese, or seeing the Master Spy in a new light, or something). As it stands, the ending elicited little more than a shrug from me and that feels like a missed opportunity.
  • [nit-pick] The game’s (rather generic) name made it more difficult to find guides and walk-throughs.

Conclusion:

I was consistently impressed with all of the ways Master Spy was able to mix and remix its core mechanics to create a game that was generally more fun than frustrating. There were definitely some sections that were a struggle, but the game is explicitly pitched as being a “brutal precision platformer,” so I can hardly complain. Ultimately, I had fun over the course of my three hour playtime and would recommend the game to folks who like difficult 2D platformers and can tolerate (or even celebrate) a spy thriller narrative that doesn’t reinvent the wheel.

Check it out here.

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