Translated by
Microsoft from French
Microsoft from French
When I first noticed this game, I thought it looked nice. I didn't expect anything special and went there without a preconceived idea. Once it started, it took me several hours to let go.
It is a Pearl, on several levels: the design of the levels is clear. It encourages exploration while giving a clear idea of what to do to move forward.
Scattered clues are present, in the form of graffiti, to warn of gameplay elements to exploit or to be considered.
The game mechanics are gradually introduced and fairly intelligently staged and exploited according to a regular learning curve.
It is extremely rewarding to make a series of actions more or less simple by having deducted by oneself the logic to follow-simply because the game design is enough incentive to sharpen the player without being too present.
In fact, one thing has to be noted: the game is not vicious. If a sequence of actions to be made seems excessively harsh or complicated, it is likely that either this is not possible in the immediate future or to do otherwise.
the level map is basically a big zoom out, but it's enough to see the level and observe its construction. Especially as this map is displayed in real time (everything that is moving in the level is also on the map).
And... You can see the links to the other levels, which are displayed in a simplified way too. It is very useful when you want to go to another level in particular and you are looking for the right exit door.
The General map is just as clear, with its aesthetic type "Metro plan", the possibility to return to certain levels without redoing the whole journey, the simplified design of each level, what one could find there...
I insist on these two cards because being easily prone to lose me, I had no difficulty here to orient myself on either card.
The Visual indications placed on the character, discreet but sufficient are an excellent find. One can always know its orientation in relation to the "real" soil, and its level of health: these elements are staged quite naturally on the character.
The graphics-special mention for the 3D engine used: I do not know which one it is, but I did not have a headache, nausea, or Visual fatigue as this can happen to me on other games.
The universe of the game, the characters, the levels themselves are very pleasant to discover.
Of course, nothing is perfect. There are some less pleasant elements: at times, it was difficult for me to determine what to do or was feasible. These moments remain relatively few and are usually related to the next point.
There are moments of purely platform play. It's really a matter of personal tastes: I appreciate this kind of games, and I have a lot of trouble playing it (basically: I gauge the jumps and distances badly, so I aim poorly-so it's very annoying for me).
But there are a few passages requiring jumps with a precision that seems to me excessive. That's why I had a few times struggled to move forward, so the difficulty seemed too important to admit that it was what the game was expecting from me.
The vehicles. But here I understand: the difficulty is voluntary and justified. It is in the end a point that can be terribly frustrating on the blow, although really minor overall (but damn, the jumping stick... brrrrr...)
That being written, I insist: these are elements that are punctual. For my part, they were not enough to spoil me the pleasure of play and they were quickly forgotten.
In short, an excellent surprise, very well designed, very fun and a game on which I will return with pleasure!