Trials of Azra reviews

Translated by
Microsoft from Spain
There Are Lots of indie games that appeal to nostalgia and Trials of the game is no exception. Everything in it has a retro taste that will delight the oldest. Fortunately, it is not limited to photocopy the classics and takes out of the manga a very turned system that gives an unexpected Vidilla: the protagonist can possess the dead enemies and acquire their skills while taking their bodies to walk. A priori looks like a lightweight platform, but in reality all the playable crumbs are taken by the puzzles. In Trials of Maldives There are no jumps with bad milk or Metroidvaniesca exploration: the difficulty is due exclusively to find the right combinations of enemies possessed to open our way to the exit. The development is linear-except for a punctual moment-and the demand of the levels very gradual. There Are Four zones divided in many scenarios, plagued by all kinds of enemies; In a constant way we will find new dangers and monsters that will force us to rethink our nigromanticas skills. Maybe you can throw it in the face that abuses too much of the system of possession of monsters, neglecting everything else. The purchase of improvements-a little forced-or the passivity of some enemies cloud a little rhythm, which otherwise is fantastic. Except for some final levels that require repeating long sections, punishing the slightest mistake, the whole design is intelligent and original. It Is difficult to stand out from all the tide of Jueguines Indies pixelated, and Trials of the original attention Is precisely due to the fact that it Is not limited to playing the nostalgia card. Maybe He's got a couple of details to keep him away from genius, but it's worth it. It Is fun, friendly and demanding, without being frustrating. But above all, the most important thing is that it gives you the possibility of being a ninja frog. Why didn't you buy milk?
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Translated by
Microsoft from Spain
Product received for free Early Access review I Must be honest and say that my expectations were low simply because I let go and prejudge it by its simple appearance, however when playing it I found a great example of balance between different the Ementos many developers should learn. The game starts with a pretty disguised tutorial, (I must say so because I'm the kind of person who always skip all the tutorials), as experience is better when we learn ingame and that's exactly what it does Trials of: you Start at that Sunny day playing with your dog in the backyard of your house, while you learn the basic controls until suddenly a strong storm appears out of the blue causing the death of your dog and as compensation brindandote some species of the most curious skills ; Here is where the first puzzle that is the simplest but effective as it presents us as is the mechanism of the game and the objective of each level: "Find a way out" using mainly the skills and dimensions of the bodies that we can possess Because of that strange macabre power we have acquired. After all this and the subsequent inquiry into a kind of strange world that we do not know why we are there (or at least as far as I get to play it), be spellbound and the design that seemed simple turned out to be totally cool; After solving each puzzle I noticed that the game has an excellent component and forgotten many times by many developers: It Is The fact of making a gameplay that is balanced, challenging and in turn to educate the player to overcome future Challenges, this especially without treating the player like a stupid giving too many indications of how to perform each action (Many games currently do), if not making the same player is able to differentiate and understand the function of each element of the Game. The idea of having the possibility to possess each enemy gives us a kind of gameplay unique, complex and wide, as each puzzle forces us to use the abilities of the enemy (which we have clear) to overcome those different areas that we can not Crossing or that are too risky.
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