I um…won their twitter contest and got a copy. >.>;
Anyway, have some random late night thoughts after playing for almost two hours apparently:
This game absolutely nails the feeling I’m looking for in 3d world exploration. I was a little worried when I saw the dungeon areas were all 2d, but more on those later…what I’m trying to get at is the sensation of being in a coherent extant place.
You don’t get that just by having a lot of interaction and open world mechanics, although that can sometimes help, but by having a consistent set of rules a game is built around that reward you for exploiting them.
Now in my case, when I say ‘reward’ I don’t mean item pickups although that can be OK. I mean stuff like optional areas, fragments of world that exist off the beaten path.
When I realized that I could get up to a weird creature by a clock by making jumps on precarious and strange platforms, I got really excited, because those platforms seemed totally decorative? Like nine out of ten games with a structure like I was seeing just have that kinda thing as set dressing, this game wanted me to treat them like solid objects and…god something about that is just the best to me. Letting me do stupid bullshit consistent with the internal game mechanical logic is delightful.
So after my initial disappointment in the trailers that despite the cool 3d overworld, the innerspaces of the game would be 2d, it didn’t last that long after actually getting my hands on the game.
The vacuum, which is the next logical step from the first game’s broom, ends up working a little bit like the magnet gloves from one of the Capcom Zeldas. (Can’t remember which game had them, but it doesn’t really matter?)
And just like the first game’s exploration of the Roc’s Feather, this game is already going some amazing places with the vacuum’s mechanics. It’s not just for killing stuff, it’s also for manipulating, altering, and controlling elements in the environment to solve puzzles. It’s such a fantastic idea.
The manipulation is combining delightfully with the game’s re-contextualization of the purpose for enemies in the game. Setting enemies on fire, and putting them out was excellent. Having to keep some enemies alive was excellent. Lining enemies up to be taken out by tongues was excellent.
And the world…with it’s whimsical but dark art direction and writing. It fits perfectly with the game’s structure and…wow yeah it’s already scratching the same itch the first one did and I’m expecting it to go way farther.
Gah! I’m worried this is all going to be an incoherent mess to folks less tired than I am writing this, but I’m trying to remember the last time I immediately clicked with a new game like this.