
With a variety of gameplay mechanics, venture through Mira's fantasy world filled with atmosphere and adventure, and pursue her inner peace.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[b]The Redress of Mira[/b] фэнтезийная приключенческая бродилка с элементами головоломок. Мы играем за эльфийку, которая отправляется в путешествие, чтобы спасти свою семью от долгов и жестокого барона. Это история о поиске внутреннего покоя в мире, полном магии и опасностей https://steamcommunity.com/sharedfiles/filedetails/?id=3759321668 [b]Плюсы[/b] * Живописные пейзажи * Приятное звуковое сопровождение * Несколько концовок [b]Минусы[/b] * Неестественные анимации и физика, а переключение на вид от третьего лица только подчёркивает эти проблемы * Неудачная боевая система: однотипная, утомляющая: нужно собирать ману у прыгучих кроликов, пока враг преследует нас, и только тогда можно стрелять * Многочисленные баги: застревание в текстурах, зависание в воздухе, невидимые препятствия, проблемы с освещением и тенями * Пустой мир без объяснений: дома и города безлюдны * Отсутствие русского языка * Функции профиля ограничены: игра не идёт в счётчик Steam, а достижения только внутриигровые https://steamcommunity.com/sharedfiles/filedetails/?id=3758651246 [b]Вердикт[/b] Задумка интересная: сказочная история, сюжет которой раскрывается через найденные в сундуках книги, а геймплей включает исследование красивых локаций, сбор маны из кроликов, решение загадок и редкие стычки с врагами. Однако техническая реализация и неудобные бои сильно снижают общее впечатление. Из-за обилия багов игра ощущается сырой и недоработанной, будто всё ещё в раннем доступе, хотя она уже вышла, а графика отсылает к проектам начала 2000-х. К сожалению, рекомендовать эту игру сложно. Она подойдёт только самым терпеливым любителям бродилок, готовым мириться с недостатками
I have all of Tonguc Bodur's games and have enjoyed them immensely. I see that he is starting to stretch himself by including combat and horror. His inexperience in movement does show, but I applaud his efforts for trying. Tonguc is a master in producing otherworldly fantasy environments and he is at his best here. Stunning graphics, outstanding music and an interesting story combine to draw you into the world of The Redress of Mira. The story is not narrated but has to be read in this game. During your journey you discover chests which hold a book and so the story unfolds like a fairy tale. You eventually discover why Mira is on the road and in haste. The books are numbered, so you will soon work out whether you missed a book, so be sure to search diligently! The story involves 3 families and as it progresses, the families start to interact with one another. I became engaged with each character and never lost interest. Mira’s character was the only one voiced and was adequately done. Tonguc’s strong suit had always been his exquisite graphics and this is where The Redress of Mira is really outstanding. We walk/run through the natural world ranging from woodlands hiding man-made ruins and small streams rushing by…all decked by autumnal colours. Then we go into the mountainous regions which reminded me of Scotland with its craggy peaks and sparse vegetation. All the rugged splendour and numerous stunning vistas made me continually stop and look around. There was even a lake where we had to raft across amidst a thunderstorm with jagged lightning and booming thunder. Great stuff! I wore my finger out taking screenshots!! The environments are filled with a few creatures like squirrels scampering up a tree, deer and plenty of croaking frogs after the rain. The main collectables you have to find are the flocks of crows in the game. Be sure to go off the main path to look for them! You also have 2 lovely companions join you on your journey. As other reviewers have stated, the music for The Redress of Mira was stunning. There is something that uplifts your spirit when you’re walking through beautiful scenery with soaring music filling your ears. It enhances the atmosphere of the game and stirs your emotions. I agree that there should be a separate soundtrack for purchase. Game play is pretty linear and be sure to find all the green rabbits which fill your staff with mana. The staff will open magical doors at the end of each chapter and the game saves at these doors. You also use the mana to activate movable platforms. There is a little platforming across floating islands but it is fairly easy as I had no problems with it. You can activate the crosshair of the staff which helps people with motion sickness. Puzzles are easy with activation of levers in the right sequence. The last puzzle changes coloured stones, so that might be difficult for colourblind people. There was only one timed puzzle which may be tricky for those with dexterity issues. As I mentioned at the beginning, there are 3 combat scenes which are a bit tedious. You need to fill your staff with mana from three rabbits and a ball of mana on the battleground. Your assailant moves much faster than you and the rabbits are very skittish and hard to catch. You get killed very easily. I was on God mode and even on that, I nearly died. I didn’t like the mechanics of the battle at all. Then we have the horror scenes. I state quite frankly that I loathe horror!! These follow a tense stealth scene with suitable spooky music. The jumpscares and bloodcurdling screams gave me a white streak in my hair and had me wrapped around my light! They were such a stark contrast to the relaxed format of the rest of the game and left me a nervous wreck!! The negative part of the game was the movement of animals and your assailant. They were very jerky and not natural at all. The frogs in particular were very funny to watch. An unexpected hilarious point in the game! The other downside is that there is no chapter select at the end….so make sure you collect everything the first time round. 100% achievement is easily attained. In conclusion, if you like walking simulators with a good story and some light combat, this is for you. Tonguc has left it open to have a sequel without a cliffhanger. I hope he does follow up this story and continue the adventure. Highly recommend for a stunning environment and good story. 8.5/10
https://steamcommunity.com/sharedfiles/filedetails/?id=2843228501 Si vous êtes habitués aux jeux de Tonguç Bodur, alors vous savez que l'on y joue principalement pour leur ambiance, leur exploration tranquille, la découverte de paysage, des jeux pour se détendre tranquillement. Si vous ne l'êtes pas, alors vous voilà prévenus. [i]The Redress of Mira[/i] ne déroge pas à la règle. En plus ou moins 4 heures de jeu, le joueur part à la découverte de l'histoire de Mira tout en explorant un univers fantasy. Un monde divisé en plusieurs zones, au début desquelles le jeu est automatiquement sauvegardé. L'un des points forts de [i]The Redress of Mira[/i] est son histoire, plutôt agréable à suivre, à travers des journaux éparpillés dans le jeu. C'est au joueur de faire attention à ne pas passer à côté de ces journaux pour comprendre au mieux l'aventure de Mira. Les graphismes sont agréables, surtout certains panoramas, mais globalement, j'ai préféré d'autres univers du développeur que je trouvais plus immersifs. Les animations des personnages laissent à désirer, leurs mouvements manque de naturel. La musique est agréable et convient bien à l'ambiance du jeu. Des scènes de combat ponctuent notre progression. Chose intéressante, un "god mode" est activable dans les options pour conserver l'ambiance détente du jeu. Ces phases de combat ne représentent pas un grand intérêt à mes yeux. Ce sont les mêmes à chaque fois, c'est donc répétitif, et pas vraiment passionnant dans leur conception. Heureusement, il y en a peu. Le jeu est donc plutôt axé sur son exploration et son histoire (dont le texte français comporte des erreurs de traduction sans gêner la compréhension). Au final, on passe un bon moment à condition de faire partie du public visé, à savoir les amateurs de simulateurs de marche souhaitant se détendre sans se précipiter. Son prix fort de 7.99 € me semble toutefois un peu élevé. Libre à chacun d'attendre une promo ou non. [b][i]The Redress of Mira[/i] promet quelques heures d'exploration à la découverte d'une histoire intéressante. Pour les amateurs de simulateurs de marche en quête d'ambiance fantasy.[/b] https://steamcommunity.com/sharedfiles/filedetails/?id=2843228445 https://steamcommunity.com/sharedfiles/filedetails/?id=2843228465 [quote=] [h1][url=https://store.steampowered.com/curator/41126012/] Cliquez ici pour découvrir plus d'évaluations [/url][/h1] [b]N'hésitez pas à cliquer sur "suivre" si vous appréciez le contenu de ma page de curation. [/b][/quote]
The Redress of Mira is something of a mixed bag. For every positive there is an equal part negative that detracts from the experience. The environments are beautiful and lovingly crafted as we've come to expect from Tonguc Bodur. As in his previous work, atmosphere created through this fantasy world is the games strong point. Unfortunately, this is really were the positives end. Gone is the narrator and prose from previous works. This time around the narrative is told by finding books sealed in chain covered chests (think DOOM 3's datapads). There are multiple characters woven together in a tale of politics and intrigue, but the most interesting arc with the main antagonist is simply dropped in the end. It's unfinished at best and bad story telling at worst, as it robs the player of closure. There are two main female characters in this tale, which had me confused for most of the game, as to who I was playing as. For all it's world building, the narrative tells us almost nothing about Mira, her clan, or the magic stick you carry that is used to navigate the games puzzles. It's all just kind of there. The game also does nothing to explain where all the people are. You are on a 2 day hike and during that time you pass through farms, towns, villages, and random houses, but you never see anyone. It's all empty. Why? Who knows? We never get an answer, which is very frustrating, because in Tonguc's previous works like The Dead Tree of Ranchiuna, or Cions of Vega, the lack of people was baked into the plot and we got an explanation. There are two dream sequences you play through during the game. I not sure what the point of these is or where the monsters come from. I found myself constantly getting stuck on invisible geometry in the cave, while slogging along at a glacial pace. The default walking speed is too slow and the walking speed in the caves feels even worse. The boss battles feel equally out of place. As though they've just been thrown in there for the sake of having a boss fight. When you encounter the first boss battle it comes completely out of left field with no build up. You have no idea who this person is or why they are attacking you. By the end of the game I'm not 100% sure if he is who I think he is or not. On top of this neither the boss battles nor the dream sequences are all that fun to play through. The boss mechanics are too simple to be engaging and the dialogue is so cheesy it would fit right into a children's cartoon. The death of the boss is equally cheesy and feels out of place in the more serious narrative being told. I appreciate the new mechanics being added in to try and liven things up. It feels like Tonguc wants to move in the direction of games like Myst and Uru, which is great. Unfortunately, the animations or lack there of that accompany many of the new mechanics are so stiff and janky that they detract from the experience. When you push a box the character model is completely frozen and just floats over the environment without any sound. When you are climbing up the vines or across the ropes the animation looks like it's two frames. It feels awkward, unfinished and cheap. The platforming sequences feel equally unsmooth, which is a shame. In the end, this is not one that I can recommend, as it left me feeling very unsatisfied. After a little over 4 hours, I didn't feel like I knew this world and it's characters any better than when I started. There are too many loose threads and questions left unanswered. It's a shame, because Tonguc Bodur is one of my favorite creators and I know he's capable of doing better than this, because he has done better in the past. Drizzlepath: Glass, Bottle: Pilgrim, Drizzlepath: Deja Vu, The Dead Tree of Ranchiuna, Pluviophile, Chionophile, and Cions of Vega are all much better than this title and where I'd recommend prospective players invest their time instead.
"I'll be kind to the creator and say something positive." I wish I could, Tonguc. I wish I could love you. There are spoilers beyond this. The Redress of Mira is Tonguc Bodur's "magnum" "opus," a first-person exploration/"puzzle"/platforming/reading game wherein the plot is pretty much what you'd guess from the very beginning, you walk through some fantasy environments made of licensed assets, read a lot of story segments, and occasionally have to fight a dude. Where to begin. Let's start with this: the story revolves around a clan in an agrarian feudal society, and you explore around all over this world, but you never once see any farmland, period. No livestock. No pastures. No fields. Not even burnt-up crops. No wonder the Baron's taxes weren't getting paid--there's zero arable land in this whole place. I liked the idea of Skyr, but you only have to do anything with him exactly once, which does not a game mechanic make. I've played a lot of games with dog characters that feel like characters (Valiant Hearts, just as an example), but this dog felt like yet another licensed (NOT STOCK) asset shoehorned in just to see if they could. Oh, and the creators have obviously never seen a dog run before. My cohort said something very true about the game's story: the whole thing could just as easily have been released in PDF form instead of as a game. No storytelling (with the exception of the end/climax) is told through or during gameplay. Instead you get to stop playing the game every five minutes in order to read the story, then shortly thereafter you get a line-drawing illustration of the story fragment you just read. The story is really the most bizarre part of The Redress of Mira. The walking around a vast, open environment full of nothing is as familiar to me as a well-worn cozy t-shirt. The dopey puzzles that make you wonder why they're even there are like old friends by now (granted, they're like old friends who frustrate me endlessly, but sometimes old friends are like that). But the story is something else. You pick up books locked in chests scattered around a huge area. For some reason, these books stored in old ruins, many different people's houses, and other locales all contain bits and pieces of the story of Mira. Sometimes the pages contain a reasonable paragraph, but often they have one or two brief sentences on the left-hand page only to have the right-hand page completely full. Is that a minor formatting quibble? Perhaps, but it is maddeningly distracting. The frequent typos and misuse of words is also distracting. Even if these details don't wrest your attention from the plot, you're in for a bad time. As mentioned earlier, the plot is extremely generic and predictable. Have you ever heard a story about the little people being mistreated and oppressed by nobility? Have you ever heard a revenge tale? Have you ever read one of those books fancied by old ladies that have an unbuttoned Fabio illustration on the cover, meant to be erotic but not explicit? Then congrats! You will get nothing new out of this one. Tonguc, if you're reading this, you might already know that the first Drizzlepath game is my favorite, and I hope you realize by now that it is because of the narration. You do not have to make a conventional "cutscenes with dialogue by voice actors" or even a "story told through organic storytelling via things that happen in the gameworld" story to please me. Just bring something fresh and original to the table. Anyway, boring story aside, the gameplay is also fairly boring. You solve a few puzzles with your magic staff, normally by absorbing magic power from glowing rabbits (we called them Chernobunnies :D ) and then shooting that magic at something or unlocking an enchanted gate. You fight a few boss battles too, all of which are predicated on that same premise. At one point you have to collect items strewn around an area. You frequently have to do some platforming (next time could you please not just paint the climbable ivy in an obviously contrived squiggle?). Your reward for exploring alternative paths is only ever a murder of crows, which is TB's sad way of admitting that I was right all along about his constant reuse of licensed (not stock, okay?) assets. The first time I fought the boss, I managed to get him stuck on top of a cliff, allowing me to finish him off at any pace I wanted to. Sometimes you can scale rounded cliff faces by walking into them. When you jump onto a crate you have to jump twice, making me wonder what Mira was standing on between the two jumps. Sometimes light shone underneath a wall ostensibly connected to the ground. In other words, this game is very janky. Now, let me be perfectly clear: jankiness does not ever deter me from liking a game if there's something likeable about it. You know some janky games that I loved? The Life of Griether and Antihorror. Total jankfests. Adored 'em. Those games were not expensive to make. I don't reckon they took forever to make either. But they were creative. Okay, I've spent about enough of my life on this game, so here's the lightning round of commentary: -WHY CAN'T I JUST TAKE THE ELK AROUND WITH ME EVERYWHERE? MIRA IS SO SLOW. -The giant flowers everywhere look crappy, and this coming from a flower connoisseur. -The jumpscares were never scary. -Mira is just barely animated whenever she does something (she just plain isn't when pushing a crate), which is embarrassing. -Rotating statues must be one of Tonguc's hobbies or something, because he just can't stop putting that in games despite it adding nothing and making no sense even in a fantasy magic land. -We went into several underground locations in the game, but I saw no mushrooms inside of them. Hopefully I just missed them, because that is one TB trope I always look forward to. -Sezeron's model just makes me wish I was playing Hellblade: Senua's Sacrifice. There, Mr. Bodur--if you want a good example of a good understated story, that's how you do it. -The lion gameplay mechanic was pointless. It never went anywhere and the programmer seemingly just forgot about it. -There's a patch of ground texture that looks like it's waterlogged from recent rains to the point of having standing water on it. It is constantly just spammed around the game world on slopes, on top of tiny hills, and in all sorts of places were water would never just stand there. Oh, and the soundtrack was okay. It was fairly generic at parts, but some of it was alright. The best part of it by far was the banger that played while you're being bored on a raft. There, I really did say something positive about it. You're welcome.
This is possibly your first Tonguç Bodur game, the most ambitious to date, so here's what you can expect from them: * Essentially a 3D game engine tech demo using mostly low-res public assets, including music * Levels that are way to big, so that most of the gameplay is spent in just moving forward while pressing the "run" button (and that's also often too slow) * Tiresome stream-of-consciousness psycho-babble narration employing a non-standard comprehension of English words and grammar * Very minimal world building and one-dimensional characters * Bugs * And yet all of this is wrapped in a charming, idiosyncratic package that sometimes (usually not, in my opinion) manages to rise above its mediocre ingredients With that in mind, [I]The Redress of Mira[/I] is ... meh. Thankfully, the pseudo-philosophical drivel is kept to a minimum and there's an actual attempt at a coherent story, though it's uninteresting. And it's also trying to be real game, not just a walking sim! There's combat! And puzzles! And chase sequences! And they are all quite bad. Hilariously so. It's also visually disappointing. Usually these games are, at least, pretty. But the assets used here are mediocre and monotonous, and oddly objects have no shadows (even on "ultra", hah, settings). There's also an unnecessary fog effect that just puts a white blur over everything and makes it look worse. Animations are janky and there's a weird switch between 1st and 3rd person. My expectations are always quite low with Tonguç Bodur, but I try to evaluate each game according to its own ambitions. I think [I]The Redress of Mira[/I] fails to meet them. If this is meant to be a real game, it's quite awful. The talents at play are better served making walking sims.
[Quote][h1][b]Per altre recensioni segui 👍 il nostro [url=https://store.steampowered.com/curator/40165899]Curatore in lingua italiana[/url].[/b][/h1][/Quote] Apro questa disanima del gioco con una curiosità: guardando la sua locandina la mia mente aveva fatto scattare inconsciamente il parallelo tra i capelli rossi della figura femminile in primo piano e la parola 'REDress' del suo titolo. E' evidente che quest'ultimo termine non ha niente a che fare con il colore rosso. Il primo impatto con questo gioco che unisce l'esplorazione a elementi di puzzle, di gioco di piattaforme e di combattimento è molto coinvolgente, con quella schermata di paesaggio bucolico su cui echeggia una colonna sonora abbastanza inebriante. Capiamo subito che l'accento è posto sullo sviluppo di una storia quando assistiamo ad una sorta di introduzione nella quale la nostra protagonista Mira insegue un qualcuno che sembra un mocciosetto minacciandolo addirittura in modo feroce: perché mai? Cosa succede? Mettiamoci comodi e infiliamoci nei panni della graziosa e rossa Mira per seguire l'evolversi della vicenda che la riguarda. E nei suoi panni ci si sentiamo davvero in quanto il gioco ha per la stragrande maggioranza del tempo una visuale in prima persona e non notiamo subito il nostro splendore fisico di ragazza (di sembianze elfiche?) ben fatta. Riguardo a una caratteristica divido i giochi in prima persona in due tipologie: la caratteristica è quella, volgendo lo sguardo in basso, di mostrare il nostro corpo. Preferisco di gran lunga i giochi che mostrano il nostro corpo di protagonista perché in generale li reputo più realistici e coinvolgenti, e questa preferenza è accentuata un pochino se impersoniamo una donna o comunque un personaggio femminile; nel caso di questo gioco mi ha molto impressionato favorevolmente la cura con cui sono stati mostrati i particolari del mio corpo: anche senza vedermi in terza persona ho potuto subito notare il mio bel vestitino ben ricamato e soprattutto la mia lunga e fulva capigliatura che ondeggiava maliziosamente nel mentre della passeggiata o di un salto. Ho detto 'per la stragrande maggioranza del tempo' perché ci sono alcune occasioni in cui invece si cambia visuale, in modo accorto, secondo me: infatti è usata la visuale in terza persona, per esempio mentre ci si arrampica, oppure quella da dietro le spalle, mentre si spingono oggetti. Alternandoci tra queste varie visuali il gioco ci porge l'opportunità di immedesimarci in Mira e di seguirla per i vari scenari per i quali lei si incammina per svelare la sua di storia, ma anche di vari altri comprimari per concorrere ad un racconto di insieme. Ed infatti, come si accennava prima, è la storia il piatto forte del gioco: e non avremo il pericolo di annoiarci perché delle volte ci saranno dei benvenuti eventi improvvisi che ravviveranno l'esperienza di gioco. Non posso a questo punto non menzionare la intensa colonna sonora, a tratti impressionante, che si modella attorno alla storia oppure la precede e prepara il giocatore al suo imminente evolversi; e quale è il sottofondo musicale più adatto ad una esplorazione nel mezzo della natura? Esatto: spesso la musica tace, e sentiamo acquietati solo il sottofondo di un bosco pieno di creature viventi o delle fronde che stormiscono al vento. Sono presenti nondimeno scene di intermezzo prodotte con lo stesso motore di gioco, non eccezionali comunque. Gli elementi di gioco riferiti ai puzzle si estrinsecano nella risoluzione di vari enigmi risolvibili, per esempio, girando o collocando statue, mentre d'altra parte spesso ci troveremo a saltare su piattaforme o oggetti semoventi emulando, come già accennato, le caratteristiche dei giochi a piattaforma. In ultimo cito la caratteristica di gioco di azione. Ora: dato che già dall'inizio si nota che Mira ha in mano un bastone che si può ricaricare con energia magica recuperabile assorbendola da simpatici coniglietti fosforescenti che si aggirano giulivi nei dintorni, quale tipo di combattimento può mai fare? Quello magico, evidentemente! Infatti il gioco prevede dei semplici combattimenti a colpi di saette magiche da sbrigare velocemente e senza troppe complicazioni, tutti che seguono monotonamente un unico schema: ci si ritrova in un'arena ed esiste una unica strategia vincente. Questa monotonia dovrebbe rappresentare un punto debole del gioco, anche se credo che l'aspetto di azione non debba essere stato un obiettivo prioritario dello sviluppatore: infatti, se non erro, c'è la modalità 'GOD MODE' che dovrebbe evitare del tutto i combattimenti o le sezioni di azione. La parte vocale è fatta bene, ed è piacevole ascoltare il rude, risoluto e netto accento turco, il linguaggio vocale da me scelto, a meno che non si voglia optare per il solito inglese buono per tutte le stagioni. In verità il parlato viene usato poco, in quanto la storia è affidata ad opportune note scritte da trovare degli scenari, ma tutto questo potrebbe essere dovuto alla volontà dell'autore di non perturbare molto il silenzio ed i lievi rumori di sottofondo che attorniano la protagonista. Ed i sottotitoli? Sono anche in ITALIANO! In ITALIANO, ragazzi! Ed anche il gioco è tradotto, comprese lo scritto come le succitate note: è stata una piacevolissima sorpresa la presenza della nostra lingua, cosa che ormai anche le blasonatissime produzioni mondiali non assicurano più! Purtroppo c'è qualche neo di troppo che inquina la qualità totale del gioco. Comincio da un difetto odiosissimo, ben noto a tutti i giocatori e comune a moltissimi giochi, e che io eviterei stabilendo, alla stregua delle tre famose regole sul comportamento dei robot di Asimov, come la prima tra le tre analoghe regole obbligatorie per chi sviluppa giochi: la configurabilità dei tasti (le altre due ancora non le ho decise). Non capisco come si può essere nel XXI secolo e non prevedere la configurabilità dei tasti: spesso questo difetto può arrivare a rovinare completamente l'esperienza di gioco. Non è il caso di questo gioco, ma anche qui influisce. Mentre, come detto, la visuale in prima persona è gestita bene, ostentante chicche come quella per cui si vede la mano di Mira che spunta nella nostra visuale nelle situazioni un po' più concitate, non altrettanto si può dire di quella in terza persona: i movimenti in tal caso sono scomposti ed innaturali, non armonici, e questo difetto coinvolge anche le scene di intermezzo, dato che queste sono fatte usando il motore di gioco. Rimanendo in tema di scene di intermezzo, lamento la mancanza di una maggiore sapienza scenica e di sceneggiatura oltre che di abbellimenti di contorno che le avrebbero rese più ficcanti ed emozionanti, e questo tenuto conto che è proprio la storia il fulcro del gioco. Altro aspetto da segnalare è la presenza dei muri invisibili, che però ritengo gestita abbastanza bene tanto da non risaltare troppo: ricordo che in una occasione addirittura il gioco mi ha fermato e mi ha gentilmente invitato a proseguire girandomi automaticamente nel senso opposto a quello cieco che avevo imboccato. Altra raccomandazione, piuttosto che difetto, peraltro giù raccolta da qualche altro gioco: quando si producono giochi che sono basati su esplorazioni lunghe che invogliano il giocatore a guardarsi intorno con calma, a che pro tormentarlo a tenere premuto il tasto del cammino e non implementare l'avanzamento automatico? Ma quello che è il punto più debole del gioco è proprio quella parte che un gioco fondato sulla storia non poteva permettersi di sottovalutare: il finale. Mi è molto dispiaciuto che sia stato così arrabbattato e senza pathos, una conclusione completamente insufficiente. Anche se lo comprerei anche solo per premiare la presenza della lingua italiana, sono sicuro che questo gioco dopotutto può dare molte soddisfazioni, e confesso che spesso sono rimasto incollato allo schermo dalla smania di arrivare a conoscere l'epilogo della storia, che, come detto, non ha avuto una conclusione costruita degnamente.
Ich habe keine Ahnung, woher ich dieses Spiel habe. Da ich nach und nach meine Bibliothek abarbeite, fiel es mir auf. Das Spiel bzw. die Geschichte habe ich nicht verstanden und es ist mir auch Furzegal. Man bewegt sich nur durch schlechte Schlauchartige Levels, die kaum Abwechslungsreich sind. Dazu gibt es 3 kleine Bosskämpfe, die immer das gleiche Schema haben. Genauso wie die zwei Albtraum Szenen. Ansonsten müssen wir unterwegs immer an weiße Hasen Mana suchen, um "Türen" (Barrieren) zu zerstören, um dann weiter zu kommen. Oder auch mal auf Kristalle schießen, um Plattformen erscheinen zu lassen etc. Das Game sieht hier auf den Screenshots viel besser aus, als in Wirklichkeit. Spannend? War hier in meinen Augen gar nichts. Ich habe es Hauptsächlich nur wegen den Errungenschaften gespielt. Diese sind auch recht einfach. Es gibt 2 Enden, wovon man eins regulär erspielt und das zweite kann per Kapitelwahl innerhalb weniger Minuten nachgeholt werden. Das Ende unterscheidet sich nur durch ein veränderten kleinen Text. Die anderen 21 Errungenschaften sind einfach nur im Spiel auf dem Weg Vögel bzw. Krähen weg scheuchen. Davon sind aber 9 verpassbar, da sie neben dem Hauptweg irgendwo sind. Ich gebe ein Daumen runter, weil es mir absolut nicht gefallen hat. Aber es ist immerhin ein sehr einfaches 100% Spiel. Wie ich gerade sehe, zählt es aber derzeit bis Dato NICHT zu den Statistiken. Also kauft es, Leutz!!! Das schwere an dem Spiel ist nur das durchspielen. Man braucht dafür etwa 1 1/2 bis 2 Stunden. Ich habe bisschen geidlet, daher ca. 0,7std abziehen.
this game is a gorgeous, calm fantasy walking sim with light puzzles, little bit of combat, platforming and a fairy-tale story told entirely through books you discover along the way. It has beautiful visuals, relaxing exploration, and a peaceful vibe, the combat could use a little polishing, but everything else is done so well that it’s absolutely worth playing!
The Redress of Mira Positives: + Beautiful landscapes and nature + A lot of nice design + Good sound and nice music + Ok voiceacting + The atmosphere + Good and interesting story + The small variations in gameplay + The wildlife + Skyr (a dog with headlights) + The small puzzles and platforming parts + Two endings to choose from + The crows symbolizing his previous games + Good length for a TB game (well over 4 hours) Negatives: - Very low FOV (should have been possible to increase in options) - Slow walking speed - Loud footprint sounds - No voiceover on the story - Some bugs (f.ex. you can get stuck some places) - Very stiff and unnatural animations - Moving obstacles and climbing walls feels stiff and unfinished - Some parts are not that well done - The story starts of a bit slow I have now played all of TBs games, and you may wonder, is this his best game yet? Well no, but I'll give it a good third, behind Bottle Pilgrim Redux and his best game Lucid Cycle. If you like TBs work, you'll surely like this one as well. Highly reccommended! Total Score: 8/10
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