Monday, July 15, 2013

Project Albatross

If you're a frequent reader of mine, you'll probably have picked up by now on some subtle to not-so-subtle hints that I'm not entirely fond of the American education system, or at least parts of it.  One part I hate in particular is how much weight is put on simple memory tests, some of which are presented at random and, thus, test nothing more than how absorbent a student's brain is.  That said, here's a pop quiz on my blog so far, free of consequence:

In which review did I say the game was "a demonstration for a brilliant engine for a really unique and intuitive game with no soundtrack, unrefined visuals and unreasonable health system."

Here's a hint: The game featured gravity puzzles from a first-person perspective.  Give up yet?

Of course, it was my Gravitation review!  Here's some extra credit: name one other thing I said in that review.

If you answered, "Without the combat, Gravitation would simply have no challenge," congratulations, your mind has ascended into clairvoyance and you already know exactly where I'm going with this, so you may as well stop reading now.

Before I get even more sidetracked than I already am, let me spew out my one-line review for Project Albatross:  It's Gravitation with an emphasis on puzzle solving, the complete eradication of the combat and health systems, and much more obnoxiously glowy lights contrasted with completely back floor tiles.

And, much like in that review I keep waving in front of your faces, that's that.  You now know all that I'm going to say about this game.  Of course, just like before, I'll keep writing just in case you feel inclined to keep reading.

Project Albatross showed promise but lost my attention early on because of its aesthetic.  I don't think they executed a single element thereof very well.  I mean, the game looks okay if you're one of those people who can stare at a Lite-Brite board being spun by a power drill in a pitch black room for 4 hours, but for the rest of us, it's a one-way road to eyestrain with a very stressful speed limit.

I also seem to remember having a decent amount of control over where I landed in Gravitation, but here, my character and I always end up disagreeing on how to interpret my input.

I think the biggest problem is that, without a combat system to keep people from getting bored, Project Albatross was tasked with designing the puzzles in such a way that players were challenged, but still felt the need, or want, to keep going.  That's where this game really falls short.  Instead of asking myself "how am I going to get to that glowy cube?" I usually end up asking myself "where the bloody hell is that glowy cube?"  And that's not fun.  It's annoying.  Couple that with some really obnoxiously slow block-stacking physics and you've got yourself a game that just doesn't feel good to play.

Valiant effort, guys, but this one didn't wow me.  That's all I got for now.  Until next time, stay referential

Links
Project AlbatWRONG: https://www.digipen.edu/?id=1170&proj=25908