Thursday, November 7, 2013

Truth

Truth started off promisingly enough with a menu screen that played a melancholic single piano note when I moused over one of its options, setting me up for one of them 2D side-scrolling poetic experience, or as I like to call em, Braid-em-ups.  Sounds good enough, right?

Well then I started playing, and the first thing I noticed was that the framerate was god awful.  The game looks great when it's still, but the movement is choppy, and your eyes are going to need to get used to it...that's putting it as politely as possible.

When I said the game looks great when it's still, though, I wasn't exaggerating.  The visual style is actually very impressive.  But, of course, the visual style is only truly good when it complements the gameplay.  I'll be blunt:  the visual style that truly complements Truth's gameplay would be something along these lines:



The first level was riddled with invisible walls, and it only got worse from there.  Mechanics were unexplained, sprites stayed when they should have moved, the only cutscene I experienced was a schizophrenic mess...

I'm not going to call this game bad.  That would be inaccurate.  The game isn't really bad as much as it is "unfinished."  If I were a teacher and a student handed this to me, I wouldn't fail it, I would hand it back to the student and say "give it back to me when it's done."

Games are tricky because they can look passable even when they aren't finished.  There are plenty of examples out there, but Sonic '06 is probably the most famous.  This kind of thing doesn't really happen to such a great extent in other forms of media?  I mean, think of how this blog would look if I