Attack the Light is a light RPG for iOS and Android that’s set in the Steven Universe… universe… and has gameplay similar to the Paper Mario series. In the game, you’ll move around 5 different color themed worlds as you literally “attack the light” monsters that exist there. The game was released in 2015 by Grumpyface Studios to critical acclaim and will be followed up shortly by Save the Light, a console RPG for modern systems with similar gameplay, a wider world, and 8 characters to choose from for your party of 4. Attack the Light is available for the measly sum of $2.99.
To detail my experiences with Attack the Light, I’ve prepared a scoring system in which certain aspects of the game are weighted more than others. I’ve separated the system into two primary scores: Technical Proficiency and Artistic Proficiency. Each score will be explained below and numerous subscores from which they are derived will be supported with qualitative evidence. Please note that all scores are out of 100 and 50 is the benchmark for the average title on the market. A 50 is NOT a bad score, it’s an average score.
Technical Proficiency: 69/100
Technical Proficiency is a combined score composed of three main scores: Visuals, Sound, and Controls. This score is meant to detail the spectacle of the experience and how well the sensory artists and programmers crafted the game.
Overall Visuals Score: 69.5/100
- Style Score: 40/100
- Animation Score: 74/100
- Purpose Score: 82/100
Steven Universe has a very particularly style. It’s hyper shaded backgrounds with their sparing diversity in color, chalked outlines, and ornate geometric texturing could only come from Steven Sugar himself… or perhaps a 90’s magical girl anime. Attack the Light takes these pieces of art, and the simpler art of Steven Universe’s character design, and throws them in the frying pan, rendering them down until all the fat is off and only the essentials remain. While we are reunited with certain locales from the early episodes of the show, it’s not enough to bolster what the art lost. In the end, while Attack the Light’s style feels remarkably true to the show design, it’s visuals are bland and fails to catch the eye or remain in the memory very long. Enemy design suffers from the same lack of detail, and falls prey to the same fate. For this reason, Attack the Light receives a 40/100 as its style score.
Attack the Light’s animations fair considerably better. Each of the Crystal Gems express themselves in a direct match with their television counterparts, giving needed character to the experience. The many attacks that the Gems can use against the light enemies are varied and interesting as well. Their timing feels just right as you tap the screen to secure bonuses for each ability. Enemies have similarly pleasing animations. Ramming beetles, stinging scorpions, puffing fish, and burrowing moles are just a few of the light creatures that make an animated appearance. While Attack the Light could always have better animations, they’re good enough to earn a 74/100 in the animation category.
With Attack the Light’s Paper Mario styled, turn based, reflex action combat it’s very important that the player can see what’s happening at all times. If they can’t see, they won’t be able to react properly to the game! Luckily, the simple style of Attack the Light means that every interaction is plain to see. What’s more, a large star that surrounds the character an attack targets appears right before the player has to reactivate their ability to clearly communicate that to the player. When characters are injured, poisoned, burning, or otherwise, they take on varied stances and colors to let the player know as well. My only misgiving in terms of visual purpose is the reused room layouts. Some room designs that previously lead to another area from certain directions may not in a different context. This can be frustrating with out a map function. That being said, the small, helpful additions (as well as the proper animations) give Attack the Light an 82/100 in the visual purpose category.
Overall Sound Score: 48.89/100
- Music Score: 50/100
- Sound Effects Score: 45/100
- Variety Score: 60/100
I’ve often described Steven Universe as what Dragonball Z would have been if it was also a musical about life. You wouldn’t know that from this score, which is quite the disappointment (or reason for rejoice, depending on your viewpoint). Attack the Light has a synth heavy, standard soundtrack with no particularly outstanding tracks. Light and sweet, the music captures what made Steven Universe tick in its earlier seasons but it fails to open up towards the emotional and developmental heights the show has now reached. Aivi and Surasshu are talented composers who’s work, along with show creator Rebecca Sugar’s, has made Steven Universe one of the shows to watch for all ages. Grumpyface composer Dustin Bozovich didn’t quite pull that off for Attack the Light, but it’s a fine soundtrack all the same. For that reason, it receives a 50/100 as its music score.
While most of the sound effects in Attack the Light are not only functional but whimsically representative of Steven Universe and allusive to its mythos, many begin to grate on my nerves after playing for awhile. I can only stand to hear the words “Cheeseburger Backpack!” enthusiastically proclaimed so many times in a row before I turn the sound effects off. Quips of the same nature find there way out of each character’s mouth until, before you know it, you’re swimming in Steven Universe fan-pleasing soup and you can only eat so much. The sound effects are functional and some, such as Garnet’s punch, are even reminiscent of older, crunchier sound times when computers couldn’t handle the power characters were dishing out. For this, Attack the Light receives a 45/100 in the sound effect category. Excessively harsh? On my ears, maybe.
As for variety, most of the sound effects are fairly similar which caused a repetition issue. The music, on the other hand, has enough diversity to lift the sinking ship. Some tracks have low bass components, others have distant guitar riffs. I would have like even more variety however, but with a length of only 6 hours the game can only pack in so much. For these reasons, Attack the Light receives a 60/100 in the aural variety category.
Overall Controls Score: 87.22/100
- Controller Score: 85/100
- Responsiveness Score: 100/100
- Functionality Score: 80/100
Attack the Light is a mobile game and, like most mobile games, can only be controlled by touch. From my experience with Attack the Light, the touch screen of a sixth generation iPod Touch worked well enough for the experience. On other devices, the touch screen may not be as receptive and functional a controller. I couldn’t help but think that a controller with a d-pad would have given me a cleaner experience with less input mistakes. Despite that, Attack the Light can be played to completion with the touch controls without much hassle. For this it receives an 85/100 as its controller score.
In an action oriented game like Attack the Light, its important that there’s as little lag between the player’s input and the game’s action as possible. From my experiences, any lag time between the player input and the game action is negligible and has no impact on gameplay. This may vary on less powerful devices or if you are running the Android version of the game. For these reasons, Attack the Light receives a 100/100 for its responsiveness score.
There were some issues in terms of functionality with Attack the Light’s control scheme. At some moments, I found it hard to select Pearl, in particular, because of her slender figure. The touch I meant to activate an ability on Pearl would then cancel that ability and force me to begin the procedure of choosing the ability and Pearl again. With repetition, this was frustrating but it did not impair playability as selection happens within an untimed turn selection period. Selecting the small ability buttons, especially those close to other characters or the corner of the screen, also proved more difficult that I would have liked. These issues didn’t ruin the functionality of the game for me, but they were frustrating and for that Attack the Light receives an 80/100 as its control functionality score.
Artistic Proficiency: 67/100
Artistic Proficiency is a combined score composed of two main scores: Gameplay and Story. This score is meant to detail the meaning of the experience and how well the writers, directors, and designers crafted that meaning into the game.
Overall Gameplay Score: 70/100
- Agency Score: 80/100
- Core Gameplay Loop Score: 68/100
- Variety Score: 50/100
Attack the Light doesn’t allow for player agency to impact the story direction, but it does have a lot of options to choose from in terms of customizing and fitting the Crystal Gems into specific combat roles. At each level up, the player can choose what to upgrade for the Gems, whether it be their base stats (attack, defense, luck, and Harmony which is the health stat), one of their existing abilities, or a new ability. Players can also give Gems badges they’ve collected on the way. Badges give Gems special perks to augment their stats, give them immunity to certain conditions, increase their damage against certain enemies, and more. Beyond this, players can also find level up items that can level up a Gem without having to battle. This, along with the dialogue choice system, lets players choose which Gem they think needs to be the strongest for the task at hand. In dialogue, you make decisions on how to approach scenarios, and based on your response, certain Gems will receive experience. This a fun way to let you customize the Gems efficiently, but also to let you role play as Steven. What would he say? Overall, Attack the Light earns an 80/100 in the agency category.
The core gameplay loop of Attack the Light is: warp to a world, explore the world for chests, keys, gems, and memory puzzles, run into an enemy (through ambush or attack), defend and heal with Steven while damaging with the Gems, defeat the enemy, continue exploring the world to find another warp. The smaller battle loop has you using abilities, which cost stars (Steven supplies 5 stars at the beginning of each round, and unused stars roll over), using items that either heal the Gems, give them battle buffs, or give bonus stars, and defending against enemy abilities. While attacking and defending, tapping the screen when stars appear gives extra damage or prevents more damage. It’s all fairly intuitive once you get into a rhythm, and the discovery involved in how you can chain abilities and make the most out of your stars is rewarding. Exploring the world, however, grows very stale. Despite the addition of collectables meant to reward the player for slowing down and taking the world in, their isn’t much to see in the world. Eventually, you’ll be rushing by; you’ll flick screen after screen of Attack the Light’s grid based navigation system (it reminds me of an old first person dungeon crawler or newer games like Legend of Grimrock) without actually seeing anything. Attack the Light is still engaging and fun, but it doesn’t change the Paper Mario formula much at all. For that it receives a 68/100 in the core gameplay loop category.
Variety is utterly lacking in Attack the Light, but nobody would expect a mobile game to be expansive. Regardless, I would have like to do more in the Steven Universe… universe, while I was in the game. Where’s Steven’s dad? Could he have given Steven something to help him along the way? Connie would love to help the Gems, so where is she? Helping out at the car wash, book shopping with Connie, and grabbing a doughnut from Sadie and Lars, are just a few of the activities I would have loved to undertake in game. Steven Universe is a show about life, so why shouldn’t Attack the Light be an RPG about life, too? For a standard level of variety and an engaging level of depth, Attack the Light receives a 50/100 in the gameplay variety category.
Overall Story Score: 64/100
- Characters Score: 60/100
- Plot Score: 32/100
- Coherency Score: 100/100
Judging by Attack the Light’s presentation of Steven Universe’s nuanced, growing characters you’d think they’re nothing but the archetypes they originate from. In fact, it’s hard for me to judge how Attack the Light characterizes Steven, Garnet, Amethyst, and Pearl because, as a fan of the show, I know these characters very closely. There certainly isn’t too much character development happening over Attack the Light’s six hour run time, though, and for that I fault it. It seems material that would normal inhabit a 10 minute long episode of the show has been stretched so thin that the characters, no matter how many quirky references they make and perhaps because of those references, are cardboard cutouts of themselves because of it. For this I give Attack the Light a characters score of 60/100. Why higher than 50? Perhaps playing Attack the Light will leave you wanted more and lead you straight to the show. Then, the characters would be much better for you.
Attack the Light begins with the Gems returning from another unknown mission with a special prism that, in the hands of a powerful Gem, could spawn an entire light army! With some prodding from Amethyst, the other Gems let Steven get ahold of the prism, and, sure enough, a light army, split in different colors, flies forth and now you have to put them back. It’s a simple premise that doesn’t evolve much over the course of the game. There are no subplots, no new threads to a grand puzzle, just some punching generic baddies until Steven saves the day in the end. It’s almost non-existent and for that, Attack the Light receives a 38/100 in the plot category.
Despite the fact that the characters are underdeveloped and the plot is non-existent, Attack the Light knows that it’s just a mechanical RPG and it’s okay with that. After all, Steven wanted to play an RPG, so he got to play an RPG. It didn’t need to be complex or interesting. Nothing in the experience seemed out of place or like it shouldn’t have been included. Attack the Light is a coherent experience that seems finished, albeit empty. For this, it receives a 100/100 for its coherency score.
Grumpyface’s Steven Universe RPG isn’t the best RPG of its kind, turn to the Paper Mario games (The Thousand-Year Door would be my suggestion) for that. It isn’t the best representation of the characters or the world either, but it is a great way for fans of the show and Paper Mario-style RPGs alike to get their fix. Hopefully Save the Light, a new console game made by Grumpyface and set after Attack the Light, can rectify some of the issues and bring us the game Steven Universe deserves. With more playable characters and the setting of Beach City, Save the Light looks like it’s on the right path. Until then, get your fix with Attack the Light for $2.99 and help Steven keep the Harmony. It shouldn’t be too hard; he already keeps Beach City weird.