![]() ![]() Beyond "get the three coloured doohickeys to open the final level", the rest is noise. The reason the game is overwritten is because none of the worldbuilding impacts on anything you're doing at all - it doesn't matter to any of the gameplay. It's not even terribly written, but it is massively at odds with the fact that the game gives you no reason to care about any of it. Well, that, and some interminable dialogue about trichromes or something like that. You go somewhere, open a door, and the person inside gives you a key to another door. It's striking just how much of the game is fetch-questing keys, for instance, for no reason other than they are at opposite ends of a level. While I do like the neon aesthetic (it reminds me a lot of VirtuaVerse, an excellent point and click graphic adventure from last year), it feels very much like a game that has designed by an artist and/or writer with some half decent programmers, rather than a design-first philosophy. I'm on the third of the three "zones" you have to visit. ![]() Printstr(‘Pain ‘, ‘Much\n’, ‘Pain\n’, NULL) I don’t see why the special moves can’t just be analog stick directions with movement being on the D-pad though.ĮDIT 10: This dialogue circled around from dumb to hilarious. TAIYO-BEAM gets summoned with Left on the D-pad so I assume other special moves will use other D-pad directions. I just met “TAIYO-BEAM” and now it’s all coming together.ĮDIT 9: I see why the D-pad isn’t used for movement now. So I haven’t touched on the sketchiness of the “Creator” being an American living in Japan who still totally loves everything American and arcade games because I figured that would be low-hanging fruit to bring up. It’s like someone took a few Programming courses in college and decided to write an entire game’s script using C language or something.ĮDIT 8: OKAY. Remember, the Synth-Sensei will give you the access Techno-Key.” ![]() A few functions and Boolean options need to be regulated so the Hero code can access it. Slightly moving left or right instead turns into a dash that pushes you way more left or right than you intended to go.ĮDIT 3: The game’s art style also makes it difficult to determine where you’re supposed to go as well, with climbable walls blending into the background and foreground.ĮDIT 4: It would be nice if your health would regenerate to max after each fight as well because all it does is makes you jump into the death pits until you die and regenerate with full health anyways, ugh.ĮDIT 5: Now I’m a fucking robot deer 10/10.ĮDIT 6: The fuck, it was for literally two scrolling screens of prancing to the right 0/10.ĮDIT 7: “I’m adjusting a few access details to the Capital. With all that being said, I’m still playing the damn thing.ĮDIT: There’s slight stagger on the “Zombie” enemies.ĮDIT 2: I just fought the “Ladybug” and having to do precise positioning with an analog stick with floaty movements can eat my entire butt. So far the story is full of made-up words and jargon that comes off as the developer trying to sound smart and doing a great job at world-building when really the whole thing comes off as self-indulgent schlock in the vein of “Ready Player One.” Unlocking the creator’s memories to fix the game or something? It might as well be finding Easter eggs to become the owner of Narita. Speaking of being attacked, the Load ability lets you regain one little square of health after doing A LOT of damage to enemies in comparison for the minuscule amount of health regained. There’s no stagger to enemies so by the time you finish your little combo you’re already attacked, making fights be a hit-and-run sequence of one or two slashes and dodging. I never use the analog stick for 2D games either so that’s even more of a headache. The controls are floaty and horrible so the platform of segments are a pain in the ass. I’ve just unlocked the “Load” ability and I have some complaints. ![]()
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