From attacks sounds rarely playing before the hit comes out, the mobious blade not only being a flash bang but a loud orchestra of BRRZZZT or sometimes things being silent all together, I haven't encountered much if at all that really took me out of the game. General sound effect from abilities, combat, the sound you make while walking too is superb. It is there to make you feel melancholic and small and it excels in it. The music accents the scale and insignificance one can feel while being confronted by physics breaking structures that escape comprehension. Very much the same from the art direction can be put here in sense of sound and music. I still have so many places to fall down from. Yet it stays coherent (if you can make sense of it) and you can see it again being created with competence. While I would like this not being changed because I have a great deal exploring out of bounds stuff, I understand that this adds another level of frustration to some players. Since almost everything has a collision, you are already prone to explore where you are not supposed to, which adds not only more to the big spaces that already exist, but sometimes an unforunate death. That being said, it can be confusing at times. Every map is interwoven with another in some way so you have lots of options where you want to go and explore first! This is also very helpful in creating new characters and getting essential items quickly. Not groundbreaking but definitely not bad. I think something around that era is fair to point out. It's probably more akin to upgraded Playstation 3. It doesn't go for hyper realism or tries to do so. I much rather see something being made solid instead of something innuitive that falls apart. While I wouldn't say that they have created something new or groundbreaking with their designs in general, I'd still like to point out that everything has been made with a high level of competence. I think for the few who enjoy these sights, they have created something truly fantastic to behold. Impossible architecture, familiar things warped into something slightly unreal, something like that. It's like the moment right before the realisation kicks in that you're dreaming. I do not mind that exploration in itself is reward enough and I enjoyed looking through the emptiness that manifested outside of my own mind. Vast buildings being empty inside without anything but your mortality to find in, are but a few things to mention.įor me personally though it hit the right spot. It means longer than usual travel paths with nothing but the sight to take in. That being said, I can see how this might be a problem for some. This helps make certain colors stand out more especially at the end and is very fitting for a urban derelict yet it needs to be mentioned because it is not for everybody. Grey, brown, green, more grey, occasional red and blue and last and not least grey. This also is reflected in the color pallet of the game. ![]() It is melancholic and conveys a sense of insignificance.Įxamples would be something like "Akira", "Ghost in the Shell" "E.Y.E Divine Cybermancy", "Kenshi" and "Shadow of the Colossus". It is wast, desolate and the scale is "epic", meaning everything is very exaggerated and making you feel small and insignificant in comparison. It's probably a niche game that can be quite empty at times and not everyone likes something like that.įor everyone else who would like to have a more in-depth view, let's begin with:Ī lot of story telling is conveyed through the general aesthetic of this game and I find it to be inspired. I would wish for everyone to give this game a fair chance maybe not now, but in the future. ![]() Currently I'd say it's a rough gem but still a gem. ![]() This game is great and can become fantastic with more time. In this review, I'd like to write down my experience and opinions that I thus far had. Greetings travelers of the Omnistructure.
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