
The Multi-Medium is a visually unique 2D puzzle platform adventure in which you play as an interdimensional explorer lost in the multiverse. Travel to diverse worlds, each drawn or painted by hand in a different medium and style, in search of your place in the cosmos.
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Коротке враження після проходження гри: Неочікувано класний платформер, який можна пройти за вечір розплившлись у кріслі. Керування приємне, персонаж відгукується на натискання одразу. Фішкою гри є те, що кожен рівень нарисований в іншому стилі, наприклад один рівень буде акварельним, інший буде намальований олівцем і тд. І в кожному світі свій сюжет, своя ціль. На кожному рівні вводять якийсь цікавий гіммік, типу стрільби з пістолета, або ж політ на бджолі, тощо. Гра проходиться за 2 години, якщо шукати всі секретки, то можливо і 3. Складність гри низька, тому можна рекомендувати навіть тим людям, хто в платформери і не грав. Класний досвід, буду чекати ще релізів від цього розробника.
It is PERFECT. This might genuinely be my favorite game. It isn't very long, but makes up for it with beautiful artwork and a hard hitting narrative. I love this game dearly. All of it's worlds just sink in so well. The music is good too, and becomes even better when you pay attention to it (For example, the music in the Watercolor world becomes more saturated when you're underwater, and less saturated when you aren't). The protagonist is also quite likable, being a naive dummy who just tries his best, and a mistaken fool at the same time. [spoiler]The game is open to interpretation, (The achievement you get for beating it literally tells you that) and here is mine: You are only capable to do good when you truly just do it from the heart, like the protagonist did in the Charcoal level. He has saved the kid from the temple just because he is nice and wanted to help people. However, you shouldn't be doing good things because something tells you so. When the protagonist found the "meaning of his life" he immediately started helping people because he thought he was made for it. Doing so, made him mess up even more, and he even blamed himself for the events he had no control of. Yes, this is not a very good explanation, but if you have the same world views as me you will get it [/spoiler] [spoiler]I also think The Nine are some sort of Gods or cosmic beings that watch over the events of all of the creator's games, although it is unknown for what reason yet.[/spoiler]
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Languages: English, French, Japanese, Spanish - Latin America, German, Russian, Simplified Chinese, Spanish - Spain, Korean
Hours played at review time, across 65 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Before I begin my review I highly recommend that if you're interested in this game that you play and 100% Birdgut BEFORE playing this game. Birdgut is the first game from this creator, Micah Boursier, and its free so there's no reason not to play it. Both games took me around 8 hours each to 100%. They are both phenomenal games and I highly recommend both. I say this mainly because Birdgut is free and can give you somewhat of an introduction to the style of games this creator makes, which is quirky platformers with interesting puzzles. But also because there are easter eggs in this game that made me point and soyface saying "OMG BIRDGUT REFERENCE?" While I was playing this game I kept thinking to myself "this isn't a video-game, this is art". I think video-games are an art form, even if people who play games might not think of them as such. But this game is something special. I really feel that it is so beautifully made that it doesn't feel like a game. It is playable creativity. I absolutely adore this game. It is a labor of love that you can feel throughout every second of playing it. PLEASE play this game, it is amazing. You can also ride bugs around and that is so freaking awesome I love it. I will be playing Poco next (FREE (!!!) game by the same developer) and I just know it is going to leave me starstruck.
Great game. I played the developer’s other game BirdGut and came back for this one. It’s short but worth playing. A platformer with light puzzles and simple traps. The highlight is the lovely hand drawing style, it stands out among the AIG art trash you see in many games nowadays. The game has several worlds, in some you gain temporary tools such as a gripper or robots, and you ride small creatures and use them to cross gaps or break through roots. The final world changes things up a bit by giving ideas to be a hero, the gameplay also shifts slightly from a regular platformer to a more precise landing challenge, though still not very difficult. I liked the ending, loops back to the beginning with an open ending. I finished the game in 2 hours. There are game breaking bugs, though, once a robot failed to follow me, another time the rhinoceros beetle got stuck in the environment. Luckily these were easy to fix with a reload. Besides this game, I also recommend BirdGut from the same developer and it’s free. [u] [url=https://store.steampowered.com/curator/43342176-Why-Not-Games/#browse] My curator page[/url][/u] https://steamcommunity.com/sharedfiles/filedetails/?id=3736402897&fileuploadsuccess=1
One of the most disappointing games I've ever experienced. I've beaten the main game, but I can't be bothered to 100% it. Using different artistic mediums for each level is an interesting idea, and makes for some good visuals, but that's where my praise ends. Outside of its visual gimmick, this game is nothing more than a walking simulator. The mechanics are as basic as a platformer can get: move and jump. Sometimes a new mechanic is added, such as a grappling hook, which is quite fun to use, or bugs which you can ride. But these mechanics only last as long as their levels do, after which we're back to moving and jumping. Even the level design for these new mechanics is not that deep. The grappling hook can be used to gain lots of speed, but the level design only uses it to reach places you couldn't before. In my personal opinion, the ability to reach a spot you couldn't before is not interesting on its own, but how you get to that spot is what makes it interesting. The grappling hook's implementation would be so much more interesting if the level design understood that using it to go really fast, is really fun. Additionally, this game lacks a lot of interactivity. Video games are an interactive medium, the fun of a game is derived from how you can interact with the game. Yet so much of this game can't be interacted with. You can't climb a lot of the flora and fauna, except for the vines/ropes the game so graciously permits you to use. In the snow mountain level, when you reach the top, you can't jump on top of the buildings, let alone enter them. In the collage level, you can't talk to the humans. The art of this game is nothing more than a pretty picture for you to stare at. This is a video game, let me interact with said art. Let me play around with all those flowers you draw. Why not let me grab onto the pappus of the dandelion seeds? When you put any object in a video game, I expect to be able to interact with it. But when I run up to a building and I can't platform onto its roof, then I realize the developer did not account for players interacting with their world in this manner, which then reminds me I am playing a video game. I am not expecting that every wall be a piece of destructible terrain, but I am expecting that I can climb the stem of a giant flower. This game's lack of interactivity ruins my immersion. Furthermore, the story consists of "and then" plot beats. At the start, the game EXPLICITLY tells you that you need to connect your jumper cables to a source of power, in order to travel to another dimension. However, towards the end, the game completely foregoes the jumper cables and teleports you to the next level, based on whenever it feels like doing so. There is absolutely no reason for this within the story. This blatantly breaks the rules of the story we've established at the very start. This is nothing more than an "and then" plot beat. I'm also not a fan of the dialogue in the abstract shapes level. If you need your main character to ramble on to themselves about the themes of your story, then you've got a symptom of a larger problem within your story: the themes you wish to express aren't actually being explored in the story itself, thus you require that the main character conveys these themes to the audience so they can have some small idea of what the story is actually about. In conclusion, do not buy this game. Its nothing more than a bunch of pretty pictures for you to stare at. The best way to experience this is to watch a walkthrough. And if the dev is reading this, I apologise for having been so blunt, but this game is such a massive disappoint, and the most egregious example of style over substance
小品级别的平台跳跃,几乎没有任何解谜难度,也没有什么剧情,胜在多重宇宙穿梭的画风美丽和简单休闲,死亡惩罚也几乎没有,偶尔玩一玩感觉还是挺放空大脑的
Short and sweet, some of the collectibles were hidden pretty well and searching for them took about half the total play time. Were a sequel to be made, I'd look forward to more depth to each level.
The Multi-Medium's artistic concept quickly drew my attention, and I really liked taking my time going through each level to appreciate the distinct styles and themes, even if they got a bit strange sometimes. My favorite levels were in the middle of the game - watercolor, acrylic, and oil pastel levels - those had pleasant aesthetics and soundtracks. The game isn't too challenging, which I kinda liked. I guess the not-too-deep story is all about exploration, discovery, and imagination, but the ending did feel a bit lacking or non-conventional. Still, the creativity that went into this has produced a very unique game that's fun to play. :)
i guess it good but is forgettable from the public outside
Интересная и разнообразная в плане игровых механик игра с приятной музыкой. Но НАСТОЛЬКО тайно запрятанные артефакты - это перебор. Да и концовка за сбор всех из как будто бы ничего толком не даёт и не объясняет. Обычная концовка в этом плане была интереснее. А так - неплохо
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