![]() In a cute little twist, Six will be curled up in a ball whenever you respawn and awaken with a gasp as if she just woke up from a bad dream. This can be both a positive and a negative depending on how you look at it. That being said, checkpoints are extremely frequent and there are no lives, so dying isn’t of much consequence. ![]() key items, climbable surfaces, and times when you need to go into the foreground or background aren’t really indicated, leaving it up to trial and error too frequently than desired. What little 3D movement there is, if not moving very slowly, can sometimes be hard to navigate since it goes for immersion rather than practicality. This can be a little slippery in areas where precise movement was clearly intended, despite the game not being able to always achieve that type of platforming all the time. ![]() This works for the most part, but jumping in the game can be imprecise, and generally the game relies on realistic, and somewhat unreliable gripping and momentum. The game is a 2.5D platformer with mostly left, right, and vertical movement required without much movement on the Z-axis within the 3D space of the game.
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