For the exquisite hand-painted screen lovers, mysterious and very distinctive background music, for the pursuit of game temperament and atmosphere of the players, it is almost like carnival. Like Monument Valley, we've got cheap touches after customs clearance. They are a little bit of inner emotional projection, mixed with grand melody and nameless accomplishment, shining under the small screen.
advantage
Awe-inspiring immersive experience of the game temperament and atmosphere good
Disadvantages
Lack of obvious clues to the story
Evaluation of the body
From Space-Time Fantasies, Hell Borderlands, to Monument Valley, more and more puzzle-decryption games are beginning to challenge the boundaries of games and traditional art. What is troubling, however, is that art-based games are starting to come up with another standard rule - solving puzzles at the core, weakening the storyline, avoiding dramatic conflicts, easing gameplay, and more. Oquonie is a collaboration between developer David Mondou-Labbe and illustrator Rekka Bellum. As you can see, this is a different type of puzzle game. As for whether to let the player feel the artistic care, Here first no conclusion.
The Odyssey Story Starting with the modern scene, our protagonist, Necomedre, a gnome, needs to collect three notebook stamps in his office and hand it over to a protozoan. With a simple task, the designer accounts for this puzzle-collecting 3 identical stamps to talk to specific NPCs or objects.
Through the teaching level, the player officially entered the stage, a magical space. In this space, going through the same door in different directions will enter two distinct places. This non-linear map setting greatly increases the difficulty of solving the puzzle. Like teaching levels, players still need to talk to NPCs on the map to collect stamps. Necomedre, long-necked dinosaur, becomes his friends (friends?) After collecting three identical stamps: rabbit Nephtaline, piglet Nestorine, chick Neomine and dragon Nemedique (do not ask me I do not know how to interpret these names ), Transfiguration, the protagonist can enter the role of the exclusive maze to promote the story.
The elements of this puzzle is really lackluster. You need to find out the law between the infinite maze, the room, the door, and then collect stamps, transfiguration, collect stamps, transfiguration, light up the dedicated columns of each character. When all five pillars are illuminated, a dead tree somewhere in the maze resurfaces and a new maze opens, in which you can see NPCs suspected of being producers who say nothing and seem to tell Your game is over (end?). Of course, at this time, you can also find some unidentified colored eggs, such as collecting goldfish seals, mysterious endless maze, doors that can not be opened, and noonmen who appear on time every day at noon, etc., for the ending (ending?) A lot of interpretation of space.
Like all the games that try to be art, 'fantasy' is trying to create an immersive experience. In addition to the opening studio LOGO there is no setup and description of the interface, the archive needs to pass the owl inside the maze, BGM settings need to go through the maze of CD Jun. This even created a set of their own text symbols, although not completely interpreted, can not be fully interpreted, but through simple reasoning prompted to get a sense of accomplishment is undoubtedly enormous. If you have already got through the game, you can click here for tips on the text section.
"Fantastic space" has a delightful exquisite hand-painted screen, mysterious and very distinctive background music, for the pursuit of game temperament and atmosphere of the players, it is almost like the carnival. All of the scenes for this are 3 × 3 semi-transparent space, black and white, hand-painted, the details can not be called rich, but definitely enough conscience. In order to adapt to 3 × 3 scenes, the operation of the game is also very simple, control the role of moving only up and down around the screen, basically no learning costs.
However, the player always faces a serious problem, "what does this stuff mean?" Like Monument Valley, we've got cheap touches after customs clearance. They are a little bit of inner emotional projection, mixed with grand melody and nameless accomplishment, shining under the small screen. To the player, this kind of moving is irrelevant or wrong, because the feeling of game is diversified, and it more reflects our taste and preference between intellectual experience, emotional experience and aesthetic experience. For developers, There is always a contradiction between these three experiences. To make the market pay for your work, it is far from enough to sacrifice the gameplay to improve the quality.