Overview
Elevator Action delivers a nostalgic trip to arcade simplicity but struggles to capture the magic that made its predecessor legendary. This remake faithfully recreates the core premise of navigating a high-rise while evading enemies, yet strips away beloved mechanics that defined the original's charm. While its straightforward approach offers accessible entertainment for newcomers, veterans will find the experience hollowed out and technically inconsistent. The game sits in an awkward space between retro homage and disappointing downgrade, leaving players divided on whether it honors or diminishes the classic.
This remake has a long way to go before it achieves all the fun and challenge of its predecessor.
Billy
Missing Mechanics, Diminished Charm
The most consistent criticism centers around the absence of signature features that made the 1983 arcade original revolutionary. Gone are the satisfying environmental interactions that transformed the building into a playground of creative destruction. Players can no longer shoot out ceiling lights to plunge hallways into darkness or eliminate enemies beneath them. The iconic jump-kick maneuver that allowed agents to dispatch foes with acrobatic flair is conspicuously missing, reducing combat to a simplistic shooting gallery. Even elevators lose their tactical weight – rather than crushing enemies beneath their descent, they become mere transportation devices with no strategic danger. These omissions fundamentally alter the gameplay dynamic, replacing the original's emergent possibilities with linear predictability.
The environmental physics also suffer puzzling simplifications. Agents can now plummet multiple stories down elevator shafts without consequence, eliminating both risk and realism. This creates bizarre gameplay incentives where intentionally dropping through floors becomes more efficient than navigating properly. The removal of these physical stakes drains tension from the descent, making the high-rise feel less like a dangerous espionage mission and more like a casual obstacle course.
Technical Stumbles and Presentation Flaws
Beyond missing mechanics, technical execution falters in key areas that undermine immersion. The audio design receives particular criticism for omitting the original's infectious theme music, replacing it with generic soundscapes that lack personality. Sound effects feel disconnected from the on-screen action, creating an audiovisual dissonance that distances players from the experience. For some players, these issues extend to outright technical failures – reports of graphical corruption below the 12th floor suggest optimization problems that break the visual continuity.
Visual presentation proves a double-edged sword. While the core sprite work successfully replicates the original's distinctive aesthetic, the animation lacks the same fluidity and impact. Enemy death animations feel particularly underwhelming compared to the arcade version's expressive reactions. The environments, though faithfully rendered, appear static and lifeless without the original's interactive lighting system. These shortcomings create an uncanny valley effect where the game looks like Elevator Action but feels like a superficial imitation.
The lights don't shoot out, the only function of the jump is to avoid being shot. The elevators don't hurt anyone and you can fall several floors without harm.
Stumpy
Accessible Simplicity as Double-Edged Sword
The streamlined approach does create an accessible entry point for newcomers unfamiliar with the franchise. The controls are immediately understandable – move, jump, shoot – requiring no complex inputs or tutorials. Enemy behavior follows predictable patterns, allowing players to quickly grasp threat management. The core loop of descending floors while collecting documents retains its inherent satisfaction, particularly when sequences flow smoothly without technical hiccups.
However, this simplicity quickly becomes the game's greatest weakness. With only one viable combat option (shooting), encounters grow repetitive within the first few floors. Enemy AI lacks tactical variety, making threats feel interchangeable rather than distinctive challenges. The absence of environmental tactics removes strategic depth, reducing gameplay to rote memorization of patrol routes. Difficulty balancing also draws criticism – some find the opening floors overwhelming due to enemy density, while others note the challenge evaporates once basic patterns are recognized. This creates a polarizing experience where players either feel frustrated by artificial difficulty or bored by trivial opposition.
Nostalgic Appeal for the Undemanding
Despite its flaws, the game resonates with players seeking pure retro comfort food. Those with strong nostalgia for the arcade original find moments of genuine pleasure in the visual recreation and core concept. The frantic pace of later floors captures some of the original's intensity, particularly when multiple agents converge on the player's position. For brief stretches, the essential thrill of elevator-dodging, door-unlocking espionage shines through the shortcomings.
The most enthusiastic reviews tend to focus on this emotional resonance rather than mechanical depth. Players who value straightforward arcade action over complexity find satisfaction in the uncomplicated run-and-gun gameplay. The game's commitment to quick sessions and instant replayability aligns with mobile gaming sensibilities, offering bite-sized entertainment without demanding significant time investment. Yet even positive reviews acknowledge missing features, suggesting appreciation stems from lowered expectations rather than genuine excellence.
This is a well made remake that reminded of the old version.
Zero
Verdict
Hollow remake strips away classic's defining charm