Adventure in the Tower of Flight reviews

Translated by
Microsoft from Spain
Read This review on my blog: http://www.agustinfest.com/2016/11/adventure-in-the-tower-of-flight-bum/Was Going to put a subtitle, as I usually do, but the name of the game stole all the space I have designated for that. This is one of the few things I did not like: The developer was lazy to find a good name, or perhaps tried to appeal to the simplicity of the games at the time. The product is full of references and it shows a refined taste for the melancholy of the bit (Quíhubo). But do not be deceived: ATF (so we call the game from now on to save us the title) is not a simple piece, but on the contrary, it is a very well balanced game, careful even in the smallest detail to provide a balanced experience without betraying the Nostalgia for the players. ATF will make many Nintendo and platform fans happy for good reasons. The main character flies in scenarios thought, mostly, as binaries: what happens up and what happens down. Each scenario can be a sort of maze that occurs in both directions. The progression of the game is satisfactory. After crossing certain levels, you find objects that will facilitate or will be essential for the next dynamics (yes, a bias of metroidvania, but very basic). The design of the scenarios, the backgrounds and the objects is a delight. Some of the levels play very well with the parallax effect and are a visual sweet, I remember I was pleasantly surprised. They Even seemed to me... Fascinating. The main character is reminiscent of several, but could not stop thinking about Link Zelda. As for the enemies, they are based on a variety of games: Commander Keen, Megaman, Kirby, Castlevania, etcetera. Many enemies invariably follow the same terrible roles as their counterparts and sometimes gave me a little sadness that were not more elaborate, or different. Of Course, perhaps there was not much room for planning new enemies, perhaps it was a very conscious and necessary decision to pay more attention to other dynamics, other areas. Namely. But ATF bosses stand out and look like something unique, something of their own. Not only for the sprites, but each one of them seems to be the culmination of a learning line. You face Them precisely in moments where you should already master some of the new objects or dynamics. If the levels are a training for the following chapters, the bosses of this game are the wall, the door with key, and demand the best reflexes of the player to move forward. But Eye: ATF seems to me has an excellent balance for its normal difficulty, I felt it in good times, nothing frustrating, sometimes difficult but not impossible. And I appreciate that because then many developers become obsessed with the difficulty of the past and forget to create a nice situation to recreate the pains of childhood, as if we had enough of Battletoads and Ninja Gaiden. I Did a let's Play this game here: https://www.youtube.com/watch?v=y_ddNhzAaQk&list=PLf3hSHJ6VZaOU0gb0BtmU9ujzt8H_46k8
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