Remnants of Naezith reviews

Translated by
Microsoft from French
Product received for free powered on steam during the month of February, remnants of Naezith offers us a rather interesting platform game, although constantly frustrating by the hardness of its levels. It is the style of play that greatly promotes the reflex, the speed of action and the savvy, but does it not go a little far? This review is easier to read from our website, but you can also read it here. [cadeauxsteam.com] it is quite difficult to dose the hardness and difficulty of a platformer: either it ends without any effort and one is disappointed, or we tear the hair on it, and it is not necessarily better. Remnants of Naezith seems to belong to this second category: that of the games particularly difficult. It is necessary to orient itself in a basic 2D map by managing between the use of the grappling, the "dash", power to run in Sonic, regulated under the endurance system of the stamina. Playing the game, and this is perhaps the biggest problem, is that it takes both aiming at the destination to the grappling, prepare to (possibly) use a dash to pass over the water and obviously jump, while avoiding the peaks, which are absolutely everywhere... And this is perhaps the problem of a difficult game: too overwhelmed by the will to make a difficult game, we totally forget the level design, more landscape or beauty, we just place the land between traps: it's a pity! This is the peculiarity always a little disappointing, although natural platform games. When you think about it, the most famous platform games are those that combine the beauty of the level design, as well as the beauty. A great willingness also pushes us to surpass ourselves by using the terrible competitive system of the world ranking. Even if we do not really want to know, it can be very lauded times, as a bit annoying in the case where one is proud of us but that one finishes almost in the last: to note that the world ranking counts on average 2000 to 1500 scores (a SC is the best done by the player). The fact of automatically sticking with a ghost: it's interesting, but frustrating in the long run. It is far too fast for us, it is supposed to guide us but in reality it is crossed just at the starting line and we know that afterwards we will see more. Ideally, the ghost would have to be at the same chekcpoint. Besides the checkpoints, it starts with a good intention, but is it really compatible with the peculiarity of making us perform good scores in time? We should propose the particularity to start over the whole level, without having to return to the menu of choice of levels. In the balance sheet, an overall interesting game, however, there is some work to be done to make it more interesting. We're crazy about it, but it's nice for the challenges that the game brings. Don't expect beautiful scenery though.
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