![]() ![]() So, yes, the controls in Outer Wilds take some getting used to, but they are manageable with practice. Most other SF games with a flying mechanic seem to assume that spaceships in a vacuum work just like airplanes in an atmosphere. It also takes seriously the law of gravity: if you are near a planet, you will start accelerating toward that planet unless you counteract that acceleration with a thruster blast in the opposite direction. ![]() If you hold your finger on the button for a thruster, you will continue to accelerate in that direction. ![]() and keeps going in that direction unless you counteract it with another thruster. If you hit one thruster, your ship starts moving in that direction. Postscript: The thing about the controls is that this is one of the few space-based SF games that takes Newton's laws of motion seriously: you know, an object in motion remains in motion, and so on. Outer wilds brittle hollow license#Sometimes, though, it gives you license to take outrageous risks in exploration, burning all your bridges behind you, confident that you'll be back at the launch pad at home soon enough. Most of the time, it means you can be really relaxed about exploration, knowing there will always be another loop ahead of you. In terms of story and game play, the 22-minute loop has a lot of appeal. The clues left behind by long-dead alien visitors provide a glimpse into their lives and hopes and loves - and their disagreements as to how far their experiments should go - without ever being heavy-handed about it. All the clues fit together, though, and all lead to the same place. You really can explore in any direction and in any order you like, following one line of clues or another. Outer wilds brittle hollow how to#As for the writing, this game should be held up as the very model of how to integrate a tight, coherent narrative into an open-world setting. (I'm tempted to say: "you know, like a game published by Annapurna.") The game-play mechanics are well crafted: navigation - in ship or in suit - and walking work smoothly, and all the tools the player has available function as they should. The aesthetic is stylized, but consistent - and consistently appealing. Each planet may be small - on the scale of hundreds of meters in diameter - but together they offer up a wide variety of dynamic and visually striking environments. The setting is a miniature solar system in which the planets are subject to something like realistic orbital mechanics. The This is very nearly a perfect game: beautifully designed and executed, intelligently written, and engaging from beginning to end. This is very nearly a perfect game: beautifully designed and executed, intelligently written, and engaging from beginning to end. ![]()
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