Clockwork reviews

Translated by
Microsoft from French
Product received for free "the principle of platform/puzzle game with a concept of limited clones that allow to unlock situations on time, we've seen this a hundred times. But in itself, why not! After all, if clockwork offered something new for the genre, or even if it showed itself more inventive in its level design, we would be a taker. But there, unfortunately, the game of Gamesoft is a chain of bad ideas. Cut into three worlds of twenty levels, the epic offered by clockwork offers a dull world to the player, by its atmosphere, the emptiness of its levels and its uninteresting characters. We play Atto, a young man whose pocket watch hides the young Milli in his bosom with interesting temporal powers. Together they will have to save their city from big bosses, without the goal being really clear to the player. The levels follow and amuse, until the too rigid jumps and shifting platforms with difficult to reach edges hinder the progression. Restarting six times a level to the mechanics learned by heart just because of a bug or a missed jump annoys more than necessary. It's a shame, all those little flaws. " Other reviews: http://www.gamesidestory.com/2017/08/31/rapides-critiques-aout-2017/
Translated by
Microsoft from French
As the little favorite that we can not refuse the indulgence, because, in the end, the experience is overall satisfactory, and the mixture of robots, to be Ethereal, and an immersive aesthetic atmosphere, is not going to leave you marble, and will push you to curl This adventure. We can regret:-that the readability of the levels is laborious, we often have to scroll 2 to 6 screens to plan our actions-that the speed of our friend floating is a hair too slow, so we try to do the levels "blind" what does not work JAMA is the first time-that the dialogues take place automatically, and fire during the crossed of the level, which little is annoying for a platformer-the jumps are a bit rigid, but it is a robot also, you have to understand-there is no control Once in the air, you have to predict the direction of the jump before but in the end:-the levels are still not too big as it finally, nothing has been done in the excess to artificially more complex-we like to be able to place our points of "reset" or good we appear-the platforms are well managed, the robot has a generous leeway to grasp the edges-the mechanics of doubles and always super interesting for planning, it forces us to think as too few games offer us-the Musics are discreet but stick very well with the ambiance-dialogues are a success, they will pick you up several smiles count about 5 hours to complete it, there are no bonuses, no hidden stuff, it's just a story, and it's fine as it. For 1E it should not be deprived.
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