Rising Islands
About
Long ago, Chaos and Discord ruled the land. Only the creation of the Relics by The Ancients brought Peace and Balance. Slowly but surely the world recovered from this era of Strife. But Evil is never truly defeated, and soon chaos will return to the lands and destroy the balance of the world. Only you, a young woman named Hairo, can save it. By using your special ability to shift between dimension you will combat the evil that is tearing the world apart.
- WORLD SPLIT IN TWO - You are Hairo, a young adventurous woman who gains the ability to shift between dimensions.
- GO WITH THE FLOW - Run on walls, dash over chasms and fly through the air.
- A NEW ADVENTURE AWAITS - Travel through 13 levels located in grass-covered hills, snow-covered mountains and ancient ruins.
- HUNT FOR SECRETS AND TREASURE - Explore every nook and cranny of the world and find all the secrets.
- DEFEAT EVIL - Features fast-paced boss battles to defeat the evil force that has torn the world apart.
- BE THE FASTEST - Get the High-score in the Time Trial Mode.
System requirements for PC
Minimum:
- OS: Windows 7, 64-bit
- Processor: Intel Core i5
- Memory: 2 GB RAM
- Graphics: Nvidia Geforce GTX 570 or AMD Radeon HD 6870
- DirectX: Version 10
- Storage: 4 GB available space
Recommended:
- OS: Windows 7, 64-bit
- Processor: Intel Core i7
- Memory: 4 GB RAM
- Graphics: Nvidia Geforce GTX 770 or AMD Radeon R9 270x
- DirectX: Version 11
- Storage: 4 GB available space
Rising Islands reviews and comments
Translated by
Microsoft from French
Microsoft from French
I'm not the type to go down an independent game when some effort is made to design a coherent game. I mean, it's become so much the carnage on steam for 2 years that the slightest independent game that does everything to be respected becomes, in comparison, a good game – at least, an "honest" game. The problem is that rising Islands is just filling out the specifications.
It is a question in this platform game to reach the end of each level, a kind of path of the fighter, by activating the action button (RT) to cling to magnetic surfaces. It is then, like Ikaruga and Outland, to move from one polarity to another (LT), depending on the color of the obstacle, to interact with it. As for the coloured walls or platforms, it will be necessary to switch from the color red to blue, and aim versa, to make them disappear or appear, depending on whether one seeks to make a path or to avoid death. A concept therefore simple but not brand new, reused here in the sauce "3D platform". Alas, the levels struggle to overcome boredom, and are often content to repeat the same passages. I do not deny that new elements appear some rare times (the possibility of Dasher, jumpers that ask to press at the right time and with good polarity, etc.) but the overall level design lacks sincerely imagination: nothing comes to make a memorable, unique level.
http://steamcommunity.com/sharedfiles/filedetails/?id=1196351453 speaking of completion, we will have to settle for 13 levels, ranging from 5 to almost 20 minutes for the last 3. So we just landed to collect gems without meanings to start leaving on credits after a lack of narration that touches the indolence after 3 small hours. If it is to neglect the scenario, dear developers, stop making us believe that there is a goal behind our actions: we play a platform game for the pleasure of the perilous actions; you know, we know, don't feel obligated, really.
http://steamcommunity.com/sharedfiles/filedetails/?id=1201810010 not a great evil, but it is not counting the presence of bugs and other problems of gameplay. So I pass the dash that sometimes make the connections on magnetic wall sockets, the animation in fact to end, it is almost a failure on two –, the rigor mortis of the jumps,... No, the worst, the nightmare, these are the grind bars with which the collision works at the lucky happiness. So here you are ready to finish a course of jumps when your character ends, o rage, through the railing in question http://steamcommunity.com/sharedfiles/filedetails/?id=1201811859 the artistic direction is the image of the poverty of the gameplay : a single sound track and disgusting textures in a third world artistically in-inspired; This is probably the term to be remembered for the full experience proposed by rising Islands... Come on guys, next time we stop the technical demo and we whip up an exciting game, okay?
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Hello Neighbor Hide and Seek, Moon River, Smith and Winston, Grand Strategy, Tailor Tales