A.R.E.S.: Extinction Agenda EX

A.R.E.S.: Extinction Agenda EX Logo

Description

A.R.E.S.: Extinction Agenda EX is an enhanced edition of the original side-scrolling action-platform shooter, where players control advanced robot protagonists Ares and the new character Tarus in a futuristic sci-fi setting battling waves of enemies and bosses amid a crisis of extinction. Featuring redesigned levels, rebalanced combat with new abilities like self-EMP for Ares and forward shots for Tarus, higher-resolution textures, updated cutscenes, and a rewritten story integrating two additional stages, the game offers intense 2D shooting and platforming gameplay across seven levels with distinct campaigns for each robot.

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A.R.E.S.: Extinction Agenda EX: Review

Introduction

In an era where retro-inspired 2D platformers flood digital storefronts, few titles capture the crisp precision of classic side-scrolling shooters like Mega Man or Contra quite as faithfully as A.R.E.S.: Extinction Agenda EX. Released in 2013 as an enhanced edition of the 2010 indie darling, this game arrives like a well-oiled mech suit in a sea of pixelated nostalgia—polished, punchy, and unapologetically derivative. As a game historian, I’ve seen countless homages to the 16-bit golden age, but A.R.E.S. EX stands out for its earnest execution amid the Xbox Live Arcade boom. My thesis: While it doesn’t shatter the mold of its inspirations, this expanded iteration delivers a satisfying, replayable romp that honors the platform-shooter legacy, making it essential for fans craving bite-sized action without the bloat of modern excess.

Development History & Context

The story of A.R.E.S.: Extinction Agenda EX is one of indie evolution, born from the fertile ground of early 2010s digital distribution. Developed primarily by Singapore-based ORiGO GAMES Pte. Ltd. in collaboration with Thailand’s Extend Interactive Co., Ltd., the original A.R.E.S.: Extinction Agenda debuted on PC in 2010 via Steam and GamersGate. Crafted by a small team of about 25 credited individuals—many wearing multiple hats—the game was a passion project led by Game Director Nenin Ananbanchachai, Development Director Chakkapun Singto-ngam, and Art Director Somjade Chunthavorn. Senior Producer Adam McClard, a Western collaborator, lent story-writing expertise, infusing the sci-fi narrative with a touch of Hollywood flair.

By 2013, the gaming landscape had shifted dramatically. The Xbox 360’s Xbox Live Arcade (XBLA) was a hotbed for indie titles, offering bite-sized experiences at $15 a pop amid the rise of studios like Team Cherry (pre-Hollow Knight) and Yacht Club Games (Shovel Knight). Technological constraints were minimal for a 2D title; built on the FlatRedBall engine (a lightweight, open-source tool ideal for side-scrollers), the game leveraged the era’s improving hardware for higher-resolution textures and smoother animations. The “EX” version was no mere port—it was a full overhaul, redesigning the original five levels, adding two new ones, and introducing playable character Tarus. This came after the 2012 Complete Edition, which bundled DLC like the Berzerker Suit, but EX streamlined things by excluding prior DLC and focusing on core enhancements.

Publishers Aksys Games Localization, Inc. (known for niche JRPGs) and ORiGO handled distribution, targeting XBLA first for console-exclusive appeal before a 2014 Windows re-release on Steam with discounts for original owners. The vision? To elevate a cult PC hit into a console contender, capitalizing on the nostalgia wave post-Super Meat Boy and Braid. Constraints like the XNA framework (Microsoft’s indie-friendly toolkit) limited scope but encouraged tight, replayable design—perfect for an era when mobile gaming threatened short-form PC titles. This context underscores A.R.E.S. EX‘s role in the indie 2D revival: a bridge between PC hobbyism and console accessibility.

Narrative & Thematic Deep Dive

At its core, A.R.E.S.: Extinction Agenda EX is a sci-fi tale of robotic rebellion and existential survival, rewritten to accommodate its expansions while retaining the original’s punchy, dialogue-driven simplicity. The plot unfolds in a dystopian future where humanity’s remnants battle the tyrannical Neutralizer Corps, a horde of rogue machines threatening extinction. Protagonist Ares, an Advanced Reconnaissance Enforcement and Security android, awakens in a war-torn world to stem the invasion. The story, penned by Adam McClard, weaves themes of artificial identity, loyalty, and the blurred line between savior and destroyer—echoing Mega Man‘s robot ethics but with a grittier, post-apocalyptic edge.

The “EX” overhaul integrates two new levels seamlessly, prompting a narrative rewrite that expands the lore without bloating the runtime. Cutscenes, now featuring larger, near full-body animations instead of facial close-ups, deliver exposition through terse, voice-acted dialogue (absent in the original). Ares’ arc explores redemption: programmed as a guardian, he grapples with his creators’ betrayal, confronting bosses that symbolize corrupted human ambition—like biomechanical horrors born from forbidden tech.

Enter Tarus, the new co-protagonist, whose campaign introduces parallel storytelling. A hulking drone companion turned playable hero, Tarus embodies themes of companionship and divergence. His narrative, distinct yet intertwined with Ares’, delves into themes of free will: while Ares fights for human remnants, Tarus uncovers a conspiracy among the machines, questioning if extinction is evolution. New dialogue fleshes out their dynamic—Ares’ stoic resolve contrasts Tarus’ brash quips—while shared level progression highlights symbiosis. Underlying motifs of technological hubris draw from 2010s anxieties (AI overreach, environmental collapse), but the script avoids profundity, opting for arcade-style brevity. Characters like mission control handlers add emotional beats, humanizing the robotic leads, though dialogue can feel expository.

Critically, the themes shine in boss encounters, where philosophical monologues underscore the extinction agenda: machines as humanity’s self-inflicted doom. Yet, the narrative’s linearity—seven levels sans branches—keeps it accessible, rewarding replays with deeper lore unlocks. In a genre often light on story, A.R.E.S. EX punches above its weight, using its rewrite to craft a cohesive, thematic diptych that elevates the action.

Gameplay Mechanics & Systems

A.R.E.S.: Extinction Agenda EX thrives on refined core loops that blend run-and-gun shooting with metroidvania-lite platforming, deconstructing the side-scrolling shooter formula into a taut, ability-driven experience. At its heart is a seven-level campaign (five redesigned originals plus two new), playable as Ares or Tarus, emphasizing precision jumps, enemy waves, and boss rushes. Controls are XBLA-tight: fluid movement with double-jumps, wall-clings, and dash boosts evoke Mega Man and Super Metroid, but with shooter flair—unlimited primary fire (a rapid energy blast) encourages aggressive play.

Combat is the star: hordes of insectoid drones and turreted mechs demand pattern recognition, with reworked AI making foes smarter (e.g., flanking maneuvers in new levels). Ares wields close-range plasma shots and a self-EMP burst (replacing the original’s ammo-limited grenades) for crowd control, on a cooldown that rewards timing. Tarus differentiates via tankier health, forward EMP projectiles, and melee slams, shifting playstyles toward brawling—his campaign’s unique abilities (e.g., seismic stomps) add replay value despite identical level layouts. Progression ties to a reworked leveling system: collect “Data Cubes” to upgrade health, shields, and weapons across categories like mobility (dash speed) or offense (shot spread). No grinding required, but hidden items incentivize exploration, with mini-bosses gating upgrades.

UI is minimalist yet effective: a HUD displays health bars, ability cooldowns, and score multipliers, with pause menus for loadouts. Achievements encourage mastery—e.g., no-damage runs or high-score chases on three difficulties. Flaws emerge in checkpointing: sparse placements mid-boss can frustrate trial-and-error deaths, and the removed Berzerker Suit (DLC in the original) stings for power fantasy seekers. Innovative touches include seamless level transitions and Tarus’ drone helper for auto-pickups, but the loop feels derivative—platforming sections devolve into rote jumps, lacking Metroid‘s interconnectivity. Still, at 2-3 hours per campaign (4-6 total), it’s brisk, with score attacks and collectibles extending longevity. Overall, mechanics deliver addictive “one more try” flow, flawed only by occasional genericism.

World-Building, Art & Sound

The game’s world is a derelict sci-fi expanse, blending industrial ruins with biomechanical horrors to craft an atmosphere of mechanical apocalypse. Levels span derelict facilities, overrun hives, and orbital stations—now enhanced with higher-res textures that pop on Xbox 360’s HD output. Visual direction channels 16-bit revivalism: cel-shaded robots gleam against parallax-scrolling backgrounds, evoking Guacamelee‘s vibrancy but with a metallic sheen. New levels introduce diverse biomes, like corrosive wastelands with glowing veins, fostering immersion through environmental storytelling—scattered logs reveal the Neutralizer Corps’ rise.

Art contributes profoundly: Lead Artists Somjade Chunthavorn and Sylvain Magne’s work shines in animations, from Ares’ fluid dashes to Tarus’ hulking charges. Cutscenes elevate drama with dynamic poses, while enemy designs—spider-like swarms to colossal guardians—add visual spectacle. Subtle details, like flickering holograms, build a lived-in dystopia, enhancing the extinction theme.

Sound design amplifies this: a rocking synth-metal OST (new tracks for Tarus) pulses with arena-shooter energy, reminiscent of Doom‘s industrial thrum but more melodic. SFX are crisp—zaps, explosions, metallic clangs—synced to actions for feedback. Tarus’ campaign swaps in heavier riffs, mirroring his brute style, while voice acting (limited but present) adds gravitas to key lines. Together, these elements create a cohesive sensory assault: visuals dazzle, audio drives momentum, turning linear levels into atmospheric thrill rides that linger post-play.

Reception & Legacy

Upon its 2013 XBLA launch, A.R.E.S.: Extinction Agenda EX garnered solid but unspectacular acclaim, averaging 68% from critics (MobyGames aggregate) and a 7.0 overall score. Hardcore Gamer (80%) praised its “seamless blend of influences” into a “fun and unique experience,” highlighting polish and replayability. Gaming Age (75%) and 411mania (75%) echoed enjoyment in gameplay and visuals, though noted its brevity and Mega Man mimicry. Lower scores, like TheXboxHub’s 40%, lambasted controls and value, calling it “damn annoying” for £10. Windows ports in 2014 fared similarly (72% average), with New Game Network (70%) lauding its “brisk pace and rocking soundtrack” as a “love letter” to 2D action.

Commercially, it was a modest success—collected by 15 MobyGames users, now $9.99 on Steam—benefiting from original owners’ discounts. Player scores averaged 3.8/5, with fans appreciating upgrades over the 2010 version. Reputation has evolved positively in niche circles; as XBLA faded, EX became a cult pick for retro enthusiasts, influencing indie shooters like Freedom Planet through its character-dual campaigns and AI tweaks. Its legacy lies in the enhanced port trend, proving small teams could iterate on PC hits for consoles. While not industry-shaping, it bolstered Singapore/Thai dev visibility and the FlatRedBall engine’s cred, paving for ORiGO’s later works like So Many Me. In 2D history, it’s a footnote—solid, not seminal—but endures as a gateway for 16-bit revivalists.

Conclusion

A.R.E.S.: Extinction Agenda EX distills the essence of classic platform-shooters into a refined, dual-campaign package: exhilarating combat, evocative sci-fi themes, and audiovisual flair that punches above its indie roots. From ORiGO’s visionary overhaul to its nostalgic mechanics, it captures 2013’s indie spirit without overreaching. Flaws like shortness and derivation temper its shine, but for $10-15, it’s a worthwhile dive into robotic redemption. In video game history, it occupies a commendable mid-tier spot—a polished homage that reminds us why we cherish the genre, earning a definitive 7.5/10 and a recommendation for any Mega Man aficionado seeking fresh(ish) thrills.

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