The Iconoclasts hands on - seven hours in Konjak's ambitious Metroidvania platformer

This article originally appeared in PC Gamer UK issue 251.

Beneath the glib jokes are some surprisingly well-enunciated philosophies and a cast of caricatures that are more fully realised and intriguing than those of most RPGs. There's Mina – impetuous, passionate and rebellious, but haunted by past mistakes and her responsibility to her overbearing invalid mother. Later you find yourself tangled up with Royal – a son of the aristocracy, suffocated by his own place within the regime and more interested in botany than power. But does his loyalty to the status quo prove deeper than it first appears? Alongside these are a dozen colourfully drawn characters, from the big talking Cab Calloway lookalike who props up Settlement 17's bar, to the jovially callous sea captain or the cowboy-hatted, scripture-spouting General Chrome.

"Its cast of caricatures are more fully realised and intriguing   than those of   most RPGs."

It may be this that really sets The Iconoclasts apart from its platformer peers, but it's no slouch when it comes to the fundamentals of movement and combat. Robin moves with precision, dispatching foes with a flurry of laser fire before using her wrench to swing from a suspended bolt, cling to a ledge and then vault from that to another. The environmental puzzles that halt your progress are a varied bunch – timing puzzles, flip-switch puzzles, sequence puzzles – while the many lurid boss-battles often require lateral thinking and experimentation.

The six or so hours of this build leave the plot tantalisingly incomplete, but feel in a close-to-final state by themselves, awaiting just a small number of tweaks to comb out the less intuitive solutions and occasional grammatical oddities. Will we see its release in 2013? It's not a sure bet – but, on this evidence, it will be worth the wait.