
Immersive first-person parkour in a surreal, physics-driven voxel world. Every move can modify the environment. Surfaces pop in and out of existence at will.
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[Quote][h1][b]Per altre recensioni segui 👍 il nostro [url=https://store.steampowered.com/curator/40165899]Curatore in lingua italiana[/url].[/b][/h1][/Quote] E se cominciassi questa recensione come non si dovrebbe mai fare nelle recensioni, cioè con delle considerazioni del tutto personali dicendo che i giochi incentrati sulle camminate o corse in prima persona mi suscitano in generale sentimenti di una certa repulsione? Penso ad esempio a Cloudbuild o anche perfino ai Mirror's Edge, che però inglobano, questi ultimi, anche una robusta componente di combattimenti. Va bene, da buon recensore evito di iniziare la recensione in quel modo. Ma l'ho già fatto? E' con mia sopresa che Lemma mi abbia preso, almeno inizialmente. Appartiene alla categoria di giochi di cui si parlava poc'anzi, cioè con visuale in prima persona fondati sull'esplorazione più o meno libera del mondo circostante che il personaggio controllato fa camminando, correndo, saltando, arrampicandosi e via di questo passo, in questo caso con scarpette da ginnastica; e, come di solito in questo tipo di giochi, le possibilità di deambulazione si estendono includendo particolari acrobazie più o meno realistiche, come per esempio correre su muri verticali. L'esplorazione è libera all'interno di scenari con pause di caricamento tra uno scenario e l'altro. La caratteristica principe è che questi scenari possono mutare: per esempio in base a delle azioni che compiamo, anche se ho visto che non ci sono stravolgimenti; inoltre Joan, la protagonista, può creare piattaforme e ponti dove è permesso oltre a poter frantumare elementi dello scenario. L'aspetto del gioco che mi ha maggiormente irretito è l'esplorazione accompagnata alla risoluzione di puzzle sullo sfondo di una storia raccontata tramite delle note scritte da raccogliere e scambi di messaggi via cellulare con un altro personaggio che rimane dietro le quinte; senza contare che il gioco non punta a mettere il giocatore in difficoltà tramite politiche punitive riguardo l'aspetto di piattaforma: qui siamo davanti a meccaniche 'dalla bocca buona' che permettono salti ed arrampicate senza difficoltà. Se a questo aggiungiamo che, oltre al salvataggio libero, in caso di cadute la morte è solo apparente in quanto la nostra agile nonchè sportivamente abbigliata Joan ritorna vicino al punto dove era prima dell'incidente senza perdere i progressi fin lì ottenuti, vediamo che questo gioco è particolarmente costruito per chi predilige atmosfere rilassanti e poco snervanti, come il sottoscritto. Detto questo c'è da dire che il gioco cerca anche di dare sfogo alle nostre velleità belliche offrendo situazioni in cui compaiono dei nemici di aspetto sempre in tema con la caratterizzazione a voxel della grafica: quindi saremo perseguitati da cubi o colonne; altre volte ci sono obbiettivi da raggiungere, come quadri a tempo. Qual è il pericolo in questo gioco? E' che è adatto a persone a cui piace gironzolare risolvendo puzzle in scenari silenziosi privi di confronti con altri personaggi e senza l'adrenalina degli scontri: diciamo a persone che si trovano a loro agio con i vari Myst o The Talos Principle. Consiglio vivamente questo gioco, anche se personalmente non faccio parte di questa ultima categoria di persone
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Languages: English, Polish, Spanish - Spain, Hungarian, Turkish, French
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fun little platformer, but the final level design is.... bad. There is a lot of backtracking over the same areas with zero indication of where story-critical equipment is. Only once you have acquired the story-critical material do waypoints appear to guide you to the doorway of the level where the materials will be used. And then you have to figure that level out yourself. Further confounding this process are the multiple realms in the final level having similar themes to them, but not being connected (A, B, C, but without being labeled). So once you have gotten lost traipsing around between these sub levels, you honestly don't even know where you are anymore and if you're on a new side of the same realm you've been on, or if you're on the B or C version of it. There are conveniently no written guides on the final level, and the video walkthrough I found didn't match up with my gameplay, so there's possibly some randomization to the game, or it has just updated since that video series was made. TL;DR, I spent more time on the last level pacing back and forth checking every random corner than I did on the entire rest of the game, when the rest of the game was very linear.
THE GOOD: I'm not sure why the trailer doesn't showcase this but the main feature of the game is that you extend existing walls/floors by running/sliding along them respectively. You get to create extra geometry to reach higher places - or better yet to connect an "electricity" source to a door or similar. The latter was fun whenever the game focused on it. Sadly it's the only fun I had with it. THE BAD: I hate how slow the player is. To make any jump you also need to build some momentum first - so you go from "my grandma can crawl faster than this" to "barely walking speed" at its peak. Animations are clunky, and the UI is horrible. Honestly the whole game feels a lot like the developer found some "Parkour Assets" on the Unity asset store and dropped them onto DefaultScene. I know it's not the case (it's made with XNA etc) but it just feels so raw and out of place. The levels are massive in size, and usually you can sorta freestyle your way through them. With your speed so slow it gets very tedious and oftentimes I wished I could just noclip towards my destination. After the halfway mark the game turns from regular A-to-B levels to a hub of 9 interconnected maps (which gets confusing but sorta manageable), and ends in a massive hub of I think 12 or so maps? The layout is so confusing I've never managed to figure it out despite completing it multiple times to get all endings. You don't know which way the exits are, it takes ages to get to them, and you don't know exactly where they'll take you anyway. Ugh. TL;DR I'm surprised to see a big boy price tag on a game this slow, clunky, and boring. A few levels were fun but most are whatever and the whole second half of the game is a huge confusing mess.
just fun first person platforming. Like mirror's edge but without the stupid story.
Hands down the best and most creative parkour game out there. The movement and abilities you have at your disposal are so unique and fun to use, can't believe the game went so under the radar. As far as I'm aware, the game was made by one person which is extremely impressive. The environments are simple but really cool, and the narrative is similarly basic, but also interesting and otherworldly, which makes it engaging to play through. The interactivity the player has on the environment further increases the immersion. The game feels like a dream - the music and environments are relaxing and while the game is isolating and lonely, (you are pretty much alone in this huge world) it somehow feels comforting and therapeutic to play Such a hidden gem
I played this game far more than what is displayed here. I first found this game 10 or so years ago. I bought it again to write this review: It's awesome - it's also crude and raw - but it's fun and something that I haven't seen since in gaming. The level design is organic, it doesn't feel designed by a person at all, I view this as a major strength, it is otherworldly. You are put into an environment that is alien and sometimes hostile to you, but as you play you begin to master and adapt. You will begin to explore a world in ways you have never done before. My favorite parts are the huge ice-landscape and the city-like worlds. Also the ice-landscape has the OST "Frost" which is my favorite one. The story is not important to enjoy this game This is one of the games that I will cherish forever Gameplay progression is very much like Celeste and Portal. The closest game that feels similarly to this is: Manifold Garden (a puzzle game, where you try to navigate spacely recursive repeated levels in unexpected and seemingly unintuitive ways) so if you played that you will probably like this.
I want to like this game. I really, really want to like this game. I just cannot recommend it. The game should have ended significantly earlier than it did. The end levels turn into mundane fetch quests with frustrating new mechanics that are explained poorly. The story is bland at best and the amount of work needed to be put into the last level consumes more time than the rest of the game. The controls are clunky and glitchy, which can be forgiven early on, but only get worse later. Additionally, there are WAY too many things assigned to the Left Shift key. Wall running, climbing, slow motion, and platform spawning are all assigned to the SAME BUTTON. There are a lot of keys on a keyboard, and a mouse button that is never used, it's not like they ran out of options. I started off hopeful, and ended up being so frustrated by the end that I merely wanted to beat it because I was so close to the end. Once I saw one of the endings (there are 4, and each one will take significant work to see), I closed the game and uninstalled it. Pass this one by.
[h1]6,5/10[/h1] Неплохой геймплей, но сюжета ноль, и тогда какой смысл преодолевать все эти челленджи?
Less restrictive than similar games, e.g. Mirror's Edge or Dying Light, but also a lot more janky (in all the wrong ways). Anything can be brute-forced using platform spawning. Environments are also very boring.
fun
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