Tuesday, February 12, 2013

Chronos

Alright, chaps! Let's get this show on the road.  I have latin and physics tests to study for, so there aint no time to waste.

Chronos is what happens when you throw Pacman, Snake, and a top-down puzzler like Amaia in a blender.  Maybe toss in some LSD for good luck.

In terms of gameplay, it's your typical "collect key to enter door" spiel.  Nothing you haven't seen before.  In terms of looks, sound and feel, I'm guessing Chronos scored an A+.  Nothing to complain about there.  I do feel I should comment on how colorful the game is.  Such an important part of game design is so often overlooked.  When did game designers forget that the human eye likes to see color?  I've heard the arguments that it tampers with realism or that it will break the flow, but Chronos serves as a perfect counterargument for that because it's so atmospheric.

The thing I like most about Chronos is the way controlling the character in and of itself serves as the most integral part of the level design.  tap-to-go movement isn't really a new concept,  After all, Snake did it and Pacman even did it with enemies.  I must say, though, neither of those games quite match Chronos in terms of weaving it into the level design.  You constantly have to think on your feet and react quickly, lest you be caught in the path of a wraith with no way to escape.  It's hard to explain, so just play the game and see for yourself.  This game gets my seal of approval.

That's all the time I have, folks.  These tests aint gonna study for themselves.  But hey, Winter Break is almost here.  I don't want to promise anything, but I'll try and bring a sizable glut of reviews next week.
Until next time, stay diligent.

Links
Multiple red-haired, time-traveling swordsmen: https://www.digipen.edu/?id=1170&proj=26001
^see what I did there?