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Review of Runbow on PlayStation 4

by Tanya Krane Tanya Krane photo Jul 2018
Cover image of Runbow on PS4
Gamefings Score: 7/10
Platform: PS4 PS4 logo
Released: 03 Jul 2018
Genre: Platform, Racing
Developer: 13AM Games
Publisher: 13AM Games

Introduction

Runbow is the kind of game that shows up to the party wearing every color of the rainbow and then proceeds to rearrange the furniture. At its heart it's a multiplayer-focused platform racer where the background literally steals parts of the level from under your feet by cycling colors, but the part I fell for (and probably banged my head against in friendly matches) is the motley cast of characters. 13AM Games' debut title was announced after a Global Game Jam spark and revealed main faces Hue and Val at GDC, but the roster soon read like an indie all-star guest list: Shovel Knight, Rusty (SteamWorld Dig), Juan and Tostada (Guacamelee!), CommanderVideo (Bit.Trip), Gunvolt, Teslamancer, a Clone from Stealth Inc., and dozens more. The PS4 port brings that chaotic carnival to a new audience, and this review takes a slightly ridiculous but sincere path: a character-and-arc driven look at Runbow, because if levels are colors then characters are the narrative threads stitching them together.

Gameplay

Runbow's mechanical premise is elegantly savage. As the background cycles through a palette, platforms and hazards that match that background vanish. This single gimmick turns every familiar platforming instinct into a tactical guessing game: the double jump and attack options become less about raw dexterity and more about timing your desperation leaps when half the level decides to take a coffee break. Modes range from frantic races to King of the Hill and Arena bouts; the Master the Bowhemoth mode and time trials pad the single-player offerings so you won't feel completely adrift if your friends bail. But mechanics are scaffolding. The thing that gives Runbow its personality is the roster and how the game treats cameos like citizens of a shared, very hyperactive multiverse. Hue and Val-the only actual named original protagonists we get in the official reveal-function like the anchors in this fever dream. Their arc, such as it is, is the most interesting because it's the most insinuated: two faces that represent the game's core conceit (hue, value, color theory made playable) and the emotional center for an otherwise purely competitive playground. If the levels are mood swings of a kaleidoscope, Hue and Val are the therapists trying to keep everyone from tripping on stage. Guest characters read as short, punchy vignettes. Shovel Knight brings the stoic, chivalric blink of a knight who keeps digging himself into trouble and then digs himself out-his arc in Runbow is less about questing and more about maintaining composure while platforms vanish beneath his shovel. Rusty and the SteamWorld crew carry the industrial loner-to-ally rhythm: in a game that rewards chaos, their metallic pragmatism plays as comic relief as they learn to be unpredictable. Juan and Tostada from Guacamelee! arrive like luchadores who never stop dancing; their implied storyline is pure flamboyant resilience, and seeing them bounce across disappearing platforms feels like watching a tango with gravity. Some characters arrive as meta-commentary. CommanderVideo and CommandgirlVideo are avatars of rhythmic courage from the Bit.Trip series; in Runbow their implied arc is about moving from rhythmic precision to embracing anarchy. Gunvolt and Teslamancer bring their own action-platforming gravity, translating their single-player flair into a multiplayer environment where utility and timing trump narrative beats. The inclusion of Unity-chan and Xeodrifter's titular drifter nod to the development scene itself-these are cameos that function like developer handshakes, little jokes that reward players who know their indies. The downloadable content expands those arcs in ways both literal and ludic. Lilac (from Freedom Planet) and Shantae join the roster, and the Satura's Space Adventure expansion gives Runbow a proper story appendix-48 levels that try to shoehorn a narrative through a game that is happiest as a competitive party. This is where character arcs get playful treatment: without heavy-handed cutscenes, the DLC suggests a serialized progression. Satura's stages feel like telling a short serialized comic-each guest character gets a momentary line in the visual gossip column of the level design. The result is an ensemble piece where arcs are gestures rather than epics: a wink here, a gameplay quirk there, and you imagine an entire friendship circle of characters whose emotional lives can be summed up in how they respond when the floor gives out. Runbow supports absurdly large multiplayer (the Wii U version boasted up to nine players by mixing controllers, and the PS4 experience attempts to preserve that same bedlam). The character arcs are therefore communal: victory is a group therapy session where everyone learns something about timing, betrayal, and the joy of blaming someone else when a spike you swear wasn't there suddenly becomes the villain. The single-player and smaller modes let you inhabit a character long enough to notice their little mechanical personalities-Shovel Knight is heavy and grounded, some guests have reach or mobility quirks-so your perception of a character's arc will often be mechanical rather than literary. But that's part of the charm: story becomes gameplay and gameplay becomes story.

Graphics

Runbow is aggressively cheerful. Its aesthetic is saturated like a neon memory, which is exactly what the game needs because the visual palette is both tool and tease. The backgrounds cycle color to serve the core mechanic, and that means designers had to make disappearing platforms readable even in the most explosive combinations. On PS4 the art translates cleanly: sprites retain their silly charm, animations are crisp, and the color cycling feels snappy rather than slippery. The roster models are caricatures, intentionally simplified so you never lose track in a nine-player scramble. The visual language is honest about its purpose-clarity over photorealism-and that helps the characters' implied arcs pop: a tiny crown here, a distinctive silhouette there, all visual shorthand that tells you who will be flung off a platform next.

Conclusion

If you want a story where characters sit down and talk about their feelings for a full hour, Runbow will disappoint. If you want a game where a kaleidoscopic gambler called Fate keeps stealing parts of the stage and every character's personal arc is a thrill ride across that chaos, then Runbow on PS4 is a love letter. 13AM Games built a platform racer that functions equally as party mayhem and as a gallery of indie cameos, and the game's DLC and guest roster give it an anthology feel: short arcs, strong personalities, and plenty of room for interpretation. Runbow's PS4 port isn't flawless-its heart is still the local multiplayer experience sculpted on the Wii U, and online or controller-setup quirks can make it feel less immediate. Critical averages put the PS4 release around a 71/100 on Metacritic, which aligns with my feeling: clever, vibrant, and wildly fun in short bursts, but happiest when you're elbowing friends and blaming technology for your own mistakes. Treat Runbow as a social experiment disguised as a platformer: bring friends, a few controllers, and a willingness to watch beloved indie characters have their emotional arcs defined by how they handle vanishing floors. That, ultimately, is exactly the point-and it's a delightful, ridiculous point to make.

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