LogiGun reviews

Translated by
Microsoft from French
Usually when I write a recommendation, I wait to finish the game. This time I even downright wrote a complete steam Guide (in English my francophone friends, sorry). And finally a little recommendation from the families. Because LogiGun deserves it, and it deserves good visibility among the steamian jungle stuffed with trash titles and rare pearls, between successful titles. So what are the qualities of the game? LogiGun as its name implies is a puzzle game based on the logic and use of weapons. And not a puzzle/platformer, because it requires almost no skill specific to platform games. The only strength of your synaptic connections and some patience will allow you to get to the end after 6 to 10 hours of play depending on your level. With a protagonist enclosed in a tower as a pretext, a gun in hand and the intensive use of cubes, we will immediately think of the series portal-and the game seems to honor it using a sometimes close aesthetic, such as the display of connections between buttons and doors with these little dotted lines or these cubes-almost-companions. But the comparison ends there. Instead of portals, we will use platform guns, Kepler crossbows whose projectiles are sensitive to gravity and ignite, a tool-grappling and finally a rifle with attractor RADIUS or pusher depending on the color obtained and that surrounding objects. And that's not all, since there are many different cubes, like those whose surface is sensitive to different guns or whose weight and property can change from one cube to another-and if not when a cube can cumulate these different strengths. Cube-laser, transparent cube, cube-mirror, gravity cube, cube-bomb. In short, you will have understood, small cubes, big cubes,... ehhh I'm strays. And when it is not the objects that offer various possible interactions, it is the environment: treadmills, lasers, clouds of gas preventing the creation of platforms, low friction soils, Pistons, timers and selective barriers (sometimes your projectiles pass, sometimes it is your character) and I pass. It may be regrettable that the acquisition of these tools is done on a good half of the 40 levels, but they are difficult enough to avoid the puzzle-game tutorial syndrome. Because not only the level design is ingenious (and this makes it according to me the puzzle game of the year 2014), but because in addition the difficulty is beyond the general average. Clearly, you're going to bite. But I reassure you, the game is fair: an excellent visibility by a refined artistic direction (the bad languages will reprole its Visual sobriety, but it is for its good, believe me), clear and identifiable mechanics easily that avoid the dirty mania of bad developers to hide a false difficulty through a game that hides all its design elements. And finally no wacky elements (Antichamber, I think of you). Your only logic and deduction abilities will serve you (and a hint of creativity). At the ridiculous price where it is sold, make yourself happy if you are lovers of puzzle-games and do not wait for the balances: its only developer deserves it, and I hope that the game will benefit from more content (alas if a Publisher is available, no steam workshop in view) and/or an even more ambitious sequel.
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