Unfortunately, it doesn’t make good on that. In reality, though, that added intelligence is almost a negative thing.īy creating extra complexity, the expectation is that the game will use this to provide a greater challenge. With over half a dozen different characters, this sounds like it should make for a fun challenge, working out who should do what. Other characters use Laura like a trampoline and so on. The character Claire can float in water so you’ll pile everyone on top of her to ferry them across. It asks a gradual understanding of how the eponymous Thomas and his rectangular chums interplay with each other through whatever abilities are unique to them. This wouldn’t be a problem if it were simply a bog-standard, bare-bones platformer that leaned mostly on the story and design, but it’s not, it's a game that's actively built around making the player figure out the apparently intricate interrelationship of the game's characters and the environment they have to traverse. You just sort of understand what you’re being asked and then you do it. You’ll never feel like you’ve been struggling for a while then suddenly everything clicks together. There’s an inescapable feeling you’ll have while playing that, although you’re being asked to figure out how to traverse the environment, there’s never a Eureka! moment that accompanies solving a great puzzle. ![]() I’m sort of making it sound like Jazz: "Thomas Was Alone’s about the notes he’s not playing, maaaaan." It trades character design and incredible spectacle for character depth and incredible writing. It’s a great video game because it concentrates heavily on areas that developers often pay little attention to, then mostly ignores content we’d usually expect to be at the forefront.
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