![]() ![]() I timed it perfectly and managed to make Mo land in the middle of the platform, but the game deemed this improper and deliberately stopped me from achieving my goal. Not wanting to miss my jump, I decided to do a running jump. In a couple of instances, I made an attempt to jump onto a platform about a meter or two wide. The same issue extends to jumping onto platforms. The only way to solve these “issues” is to climb either at a specific point or use the particular method the game wants you to use. But once in a while, you get to a platform that, for some reason, refuses to acknowledge your attempt to climb it even though it is clearly smaller than other platforms you have climbed up in the past. ![]() Nine times out of ten, you are able to climb up platforms with ne’er an issue. What is now becoming the norm in games, climbable platforms are marked for your convenience, and this time around, they are marked with slime. So to say it is unique is an understatement. It also helps Minute of Islands stand out from peers like Sea of Solitude - another sea-faring game in a world of collapse - thanks to its unique and evocative feel. The art style can best be described as a cross between Adventure Time and Rick and Morty. The game is absolutely beautiful, with intricate world design that makes it appear as a 2D animation throughout, fluid movements and fantastic use of shadow to bring the world to life. Whilst it’s easy to understand in general terms where your next objective is, getting there is where the battle lies. It is needed to fix just about everything that is broken in this world, and at any point, you can press the R2 button, and it will point you in the general direction of your next objective. As the name implies, it is a tool that only does everything. As you travel the four islands trying to revive the creatures, you are accompanied by your omnitool. For the most part, the game is a platformer. It is a shame then that the gameplay does not fully match the world-building done by the audio and writing. The soothing music helps to bring to the foreground the emotions the writing and world-building so eloquently portrays. The soundtrack accompanies the writing with great aplomb. The duality of her personality makes her a very intriguing character whilst there is no dialog in the game per se, Megan Gay’s narration tied with the smart writing brings the characters to life with a level of complexity that is a credit to the game. She is brave (reckless), caring (demeaning to others), and resourceful (hypocritical). ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |