Furthermore, this is the "good" scenario, where everything works as intended, as the hands didn't stick to the wrong surface.įor the sake of the argument, imagine the controls are mighty fine, excellent, and beyond comparison. This hand/camera co-ordination is hard to get used to, feels unnatural, and, most importantly, is a slow process. In order to climb, the protagonist raises both of his hands, then looks as high as possible to raise them even more, then approaches the part he wants to climb on to, his hands "stick" to the surface, and, finally, he looks as low as possible to finally do the deed. Each arm is controlled individually, à la Octodad, and by doing so you can push buttons, grab, carry, or push objects, and even climb… which, by the way, is the perfect example of why the controls are so terrible. The reason is nothing more than the way he uses his tools of the trade: his hands. The hero moves like drunken toddler and, sadly, manipulates his environment as such. The initial, and probably the biggest, flaw at hand is the controls. There are levers to pull, crates to push on top of buttons, walls to destroy or climb, ropes to swing from, machinery to operate, and much, much more. A physics-based puzzler at heart, Human: Fall Flat has you doing all sort of stuff to reach the exit of each stage. Unfortunately, the part where it fails the most is the action section. If the lack of character was the only problem, though, this would be given a nice big break. Take the clean, minimalist style of the maps, which starts off as surreal, but ends up feeling like pre-alpha level design - and why is there no music? Again, not a big issue, but it's something that could definitely breath some character into it all as, in all honesty, this has none. While undoubtedly not a real flaw, those who will want to know the "story" behind this strange marshmallow ragdoll man who wanders on the barren dreamlands of this title, should better take a look at a trailer or two, as there's no story in-game.
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