But my biggest issue was the simplistic, boring nature of most of the things you're able to accomplish here. The problem isn't the lack of clear goals or a driving narrative - though certainly that will frustrate and scare away some gamers. This rotation held my attention for approximately two or three of Hohokum's couple dozen levels. Interaction is limited to bumping into things or providing characters a ride When I succeeded, I was awarded a short cutscene and a new worm character who would join me in floating through that zone. Then, I tried to piece together a plan to change the status quo of that area. Every time I entered a new map, I took about ten minutes to fly around, get the lay of the land and figure out what I could and could not interact with. Interaction is limited to bumping into things or providing characters a ride to other parts of the area. That's one of the more complex examples, and one of the better levels in the game. The monkeys will grab onto you as you fly by, and if you provide them with fruit - found elsewhere in the level - they'll begin pelting it at the elephant, eventually freeing their friend. Elsewhere in this level, you'll discover other monkeys hanging from vines, staying out of the elephant's way. For example, one area opens by introducing you to an elephant stomping around with a caged monkey on its back. As you fly around the areas, you'll discover small interactions that can, bit by bit, change the environment. But this is ostensibly a game, so of course you won't just be looking.
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