Subject A-119 reviews

Translated by
Microsoft from French
Subject A-119 ▸ short video version available here: https://www.youtube.com/watch?v=LLNnZiTtCZc the player embodies a clone, the first of a long series of successes and as astounding as it may seem, this clone is the subject A-119. Ah that's funny, the title is eponymous. Tom HEEK, the developer had good ideas and in this suite of good ideas, he thought to realize them. This results in subject A-119. It's hard not to recommend a game that you feel the effort to research the developer. However some highlighted flaws transform subject A-119 into a game that the player will quickly want to flee, and that's a pity. And that is to say, even the boot menu tells us the color since it would limit tendency to look like the beginning of the HTML + CSS, yeah good I cheat a little: that's right, we do not code a game in HTML. And still happy. It's a pity because the ideas were good, embody a clone using various weapons or tools so tempted that we can consider them so is not silly but it is poorly set up, these skills are indeed so boring to use well that it would come to give the player urticaria! There is such a crazy time between the click and the effect of it that when I switched to another game, I felt like travelling in the future! And I'm not exaggerating that much! The worst thing is that it is not only about skills but also the whole character itself! Rarely will you see a marionette as badly managed by her puppeteer, yet the puzzles are there, are interesting but they are not pests because they are hard, they are pests because you also have to take into account this kind of latency. And besides whether or not it is a choice of the developer, it does not pass. The choices of development are indeed sometimes absurd but are still present either to add a dimension to the title, or to add a sort of accumulated difficulty to other elements but which retains an interest, and this latency is only source of Frustration. As for the narration, it is... Simple. If you have not read the steam description, you start the game without knowing why you are there or who you are. So in itself it is not disturbing to keep a part of mystery and it could have been particularly interesting to learn more by continuing the story. But no, since the beginning is the only part of your adventure where you will learn things that have even a share of interest, and I weigh my words. You start the game in premises by being trapped in a metal box and you will feel like you finish the game by being imprisoned in premises but without the metal box. I understand very well what Tom HEEK wanted to try to show as a scenario but it is because the narrative frame is basic to the possible. Clearly, subject A-119 can be interesting, but only come for puzzles and be prepared to risk yourself in the meanders of mandatory latency. Storytelling and mechanics are basic and have no way to make you appreciate them. But as I partially said earlier, I enjoyed the game by the good ideas of Tom HEEK and especially through the puzzles. You can follow the page curator here: sacrez'art.
Read more...