Swinging a rock at a door, bending bars, using a hook on a pole to swing across a chasm, everything acts the way it should. His jumping is realistic for a normal person his reach and even the effect of the placement of his hands on various objects are believably affected. When he isn’t in a perilous pratfall, flailing his limbs around before impacting on the ground, Bob is kind of fantastic. The final point I really wanted to emphasis with this title is just how impressive the physics engine is. Later on in that same level I was greeted with at least three different methods of getting to the other side of an enormous wall, and there easily could have been more. After I try several (failed) attempts at pole vaulting to the door, I instead jam the pole in between the bars and use it to pry the bars apart and jump out into the brilliant emerald grass of the world. After pushing through the door I find myself with a pole, a barred window, and a locked door on a high ledge. Solution? Pick up a nearby rock and swing for the fences, breaking the lock in half. In one stage I found myself behind a locked door. But as the game progresses, the stages get larger and larger and this is where Human Fall Flat lets you start exercising that creative muscle. In the early stages your progression through the level is fairly black and white: if a ledge is too high, move an object and jump on it for height. Probably the most enjoyable element of this game for me is the puzzle solving. Stages are littered with small devices that, when picked up, will pop up a video tutorial in front of Bob to learn any basic new skills for traversal. The controls are fantastically simple with your basic WSAD movement, spacebar to jump, and left and right clicks for each respective arm to grab at anything and everything. “The final point I really wanted to emphasis with this title is just how impressive the physics engine is.”
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |