The Rodinia Project reviews

Translated by
Microsoft from Russian
Even from the cursory viewing it is clear that the authors of the game were clearly inspired by "The Principle of Talis" and "Portal 2", and as a fan of the genre I could not fail to buy this game. It would Seem that could go wrong? Having Gathered to spend a good evening behind puzzles and to stretch brains a little, I have installed a game and began... I really wanted the game to be pleasant to me, honestly. However... The First thing that spoiled my pleasure is the rigid binding of the control to the WASD-layout and the inability to change the management configuration. I have for years of gaming found a much more convenient option and always use it, and assigned to the game keys forced me to stew. "Nothing, I'll get used to something," I thought, and proceeded. The Second thing that caused discomfort-the lack of running in the game. It Seems to be a trifle, but rather unpleasant. But then I walked into the room.... I understand that the developer wanted to create a "sterile atmosphere" without using textures in principle. However, I clearly forgot that it was necessary at least to work with light sources. In any room because of the low contrast, the difference between the floor, the walls and the ceiling is not even visible. And Given that there are no textures, the player simply looks into the gray screen, not even realizing whether he moves or stands still in something leaning... The screenshots Show only "street frames", in which this problem is more or less solved by shadows. So The third thing that finally got all the hopes for the game-laziness developer and lack of textures. Minimalism must also be able to use. Well, and fourth, as a tombstone above the game: a complete absence of even a hint of any plot (at least at the stage to which I have reached, but I am not going to). The Same "Talos" and "Portal" differed very deep storylines, which emphasized the gameplay and rewarded portions of the storyline for the passage of puzzles. Right There... Nothing, Zero. Although even on the primitive cul-de-sac "three in a row" developers manage to tie an interesting story. In General, instead of becoming a worthy representative of the genre, deepen and expand it, this game-is unidle to the full non-viability of the clone of the Principle of Talis, to play which seems to be possible... But Why? 2/10
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Translated by
Microsoft from French
Video version listenable at the same time here: https://www.youtube.com/watch?v=tAdQWXQdJKo you hear that noise? It's the sea. Let us say for a moment that you are the only one living on a planet covered with water and that you are at this precise place, this exact place. The nexus. Everything is white, everything is so quiet. As marked by the divine imprint, and you are not surprised. You are not surprised since you came voluntarily and knowing effectively what it will look like. You cross this bridge that forms in front of you, by an incomprehensible mechanism but that seems to work perfectly. The more you penetrate the place and the more you think about what you see: what is this big ball in the Center? It's strange, it looks a lot like the design you have of your planet, doesn't it? This is where the Rodinia project starts. But why is this title there and not another? "The Rodinia project"? What does that mean? In reality the message is quite simple, the Rodinia is the oldest supercontinent known on Earth. Then... will you be the instigator of life on this earth? If tempted to consider this as a narrative, then it is a pity that it has not been so exploited and that you cannot understand more fully. Does God make himself mysterious to better conclude on the end? Or is it just a development choice because it was easier to do so? This is in any case the feeling you can have, because indeed, lovers of narration, you will not be served. As well as this theory may seem, you will in any case be launched into the different trials of the nexus in environments just as similar to your place of arrival. 50 in total, which will still require some thought, although they are all quite simple. The atmosphere really gives the tone to the difficulty of the game. The title is as clean as it is simple. You advance, and room after room, the mystery remains complete. You lose hope because you do not see the end, you move forward without knowing where to go and on top of that you do not know why. The developers wanted to accentuate the puzzle-game side at the expense of everything else. But unfortunately, it will only be worth having done you, even a little, to stir your brains.
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