Saturday, July 6, 2013

Perspective

Alright, this one was interesting.  Really interesting.

You remember when you were little and you would play with action figures or dolls or whatever you want to call them?  Remember how you would make them jump around on cabinets and tables and whatnot?  Now, did you ever have one of those moments when you were really tired but you still wanted to play with your toy, so you kind of unfocused your vision and made the action figure jump around on the outlines of cabinets and tabletops in the distance?  Well, that's kind of what this game is.

In case that explanation was a bit too asinine for you, I'll try to use more technical terms.  By pressing LMB, you can switch between controlling the camera and controlling Mr. Blue Jumpy Man.  If Mr. Blue Jumpy Man, to be hitherto referred to as "MBJM," touches orange, he dies.  He can only stand on blue platforms.  Even if he dies, he can respawn infinitely in almost the same position, making this game's frustration factor almost nil.

The game gets interesting when you control the camera.  See, the platforms that MBJM can jump on aren't all immediately accessible.  You have to move around to manipulate where the blue platforms seem to reside in space.  MBJM apparently stands on the perception of an object rather than the object itself.  This gameplay mechanic is really unique and clever; it makes you think outside the box and I see this game as another successful attempt to push the boundaries of what game mechanics can do.

Of course, with a game like this, the primary determinant of quality is whether or not the central experimental mechanic works, and in this game, it's flawless.  It does exactly what it's supposed to 100% of the time.  On top of that, the game controls like butter.  This game looks fantastic, feels fantastic and sounds fantastic (even if the background track can get a little repetitive).

My only real criticism is that this game spends a little too much time exploring its one mechanic, but that's not really a bad thing.  I doubt there's some super sentimental ending that'll make me want to plow through the levels to see, so who cares if the game is too long?  Besides, it has an autosave feature, so you can put it down when you get bored.

That's all I got for now.  Until next time, stay perceptive.

Links
Now You See Me, and You Always Will: https://www.digipen.edu/?id=1170&proj=25930

EDIT: The autosave doesn't work, so nevermind.  No seal of approval for you.

4 comments:

  1. I'm pretty sure the autosave works. It did work perfectly for me when I played it.

    An excellent game overall. Although I think the game trailer did have a level that was cut from the final build though.

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    1. huh...weird. Did you actually close out of the game to test it out or did you just exit to the menu? It worked for me when I just went to the menu, but when I closed it and reopened it, the "continue" button was unclickable.

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  2. It worked both ways, when I quit to menu screen, and also when I quit out of the game.

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    1. Very strange. I've been having lots of weird problems with these games; thanks for pointing this one out. It's good to know that the "real" version of this game is free of such silly problems.

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