Shaman’s workdays – charming sincere. Kena Review: Bridge of Spirits

debut. And my expectations met, and even more – I was waiting for a portion of delicious pasta, and received spaghetti, poured with a piquant and tasty soyce sovols. I mean, sauce. But about everything – in order, the order of the construction of black warriors in your personal platoon, of course. So, I wrote this review longer than the game, you can say, put my soul into it, and now I’m going to tell what it is, what is good and where this Kena gives slack:

Bridge, card game, athlete, finally, she is just a beauty!

The game avatar was given a name, but not just gave it, but carried it to the name of the game, while the game itself, named by the name of the character … Not about this character. As it turns out in the course of the passage, he is no more than the player’s conductor in the story told, while he, as a character, has absolutely nothing to do with this story, and the story of Kena directly – a couple of minutes of the video closer to the end of the game, thick strokes in the general terms of the background of the background.

But everything is a little more complicated than it seems at first glance – the game sometimes tries to tell a story using the animation language: “One part of Kena’s appearance, which will be studied in more detail in the narrative, is a scar on her hand. You just see its part on the back of the palm, but in fact it passes throughout her hand up to the shoulder … He personifies the traumatic experience related to her father, ”says Mike Graer, chief creative director of Kena. And such moments are remarkable from an artistic point of view (although again, the connection between her father and scar is never intuitive), but, whatever one may say, this is not enough, especially if you make a product for a mass consumer.

Scar. Not from the king of the lion, of course, but also good – although it looks more that it is local magic.

After we were imbued with the main character, learning his name and read about who are the conductors of the spirits, we will spawn in the cave, upon exit from which we fall into the forest – and this forest weeds and rotten strawberries, which we have to clear throughout the game. Cleaned the territory – moved on by location, cleaned – advanced. Well, what did you want to be a bridge of spirits is still paid work, not a fun adventure. If you want to work like this, you will need to pay honest 2800 in 16 hours of gameplay.

In order not only to fight symptoms, but to finally defeat the disease, you need to help three spirits find peace. So, a universal guide-lifhak built into the game, how to help a lost soul:

Step one: collect three things that once belonging to this soul, personifying her three emotions – fear, anger, regret.

Step two: Put these things in a beautiful runic circle, call on an angry spirit, putting on a mask, carved specifically for it for a posthumous ritual, which is part of the traditions of the village in which he lived.

Step Three: Pull it off.

Congratulations, you removed the darkness from https://non-uk-casinos.co.uk/review/golden-genie/ the soul. And they were a little related to the developers – they also managed to remove Dark from Dark Souls excellently.

Oh Shit, Here We Souls Again

After the first bossfight, it is not difficult to mention the Bandai (GE) product is quite difficult. It is also difficult as to come up with a joke about the next comparison of the game with the spiritual series. No, I’m not going to compare Ken herself with her, because the differences are too striking – there is a setting of fairy tales, and colorful color correction with the dominance of warm shades, and ordinary enemies who do not throw a challenge to the player completely … But, as already indicated above, it is only worth starting the battle with the boss, and the flashbacks, if you have the same, will not force yourself, will not force yourself. It’s a long time to wait for the same study of the enemy animations and habits, memorizing timing windows (although in this game it is not windows, but rather windows) on parrying, death, loading, death, loading, but, most importantly, a sense of wild strawberries, satisfaction with a victory – and not only that the developers skillfully transferred the formula from a well -known trilogy, they could also improve its pair of it components who wore the status of irritated:

1. The spavna point is on almost every boss – directly next to the boss. Is it really possible? No two/three-minute running around from the fire to the fog past hordes of enemies who want to give a head start to their fellow and let you into the treasured haze with incomplete CP (except for one main, which selating a player to kill five monkeys in front of his own slender-apparently the monkeys in the Ember Lab do not love-and now I am too)

2. Loading. 3-4 seconds, and you are resurrecting, ready to rush into battle-this is amazing the imagination of the objects accustomed to the long black screen, just as the quality of optimization is amazing and how well this game is generally polished. For all the passage, I have not met a single bug – and I remind you, this is a debut project for the studio. This must not only be accepted for granted, but also pressed for such a gaming solid f for such.

Possessing, in fact, the same control-a roll, a blow, a strong blow, a jump, a parrying-the game is not able to boast of a variety of weapons, as a variability of the approach to victory over the boss, and a branch of skills, short as a Kenya staff, makes it possible to increase the strength of the shield, add a couple of arrows to the mana, expand the grenade pouches and get a couple of ineffective strokes-so, so, so, so, so, so, so, so, so, For example, a jump in the jump has a catastrophically small radius and damage, a blow from the run is extremely inconvenient to use, and the game itself will end before you unlock at least half of the additional opportunities. In my opinion, a rather dubious way to increase the reiglability of the game, given that in addition to increasing the enemy CP and the Dolon received by the protagonist, in NG+ the game will not offer you anything else. Of the distinctive features of Kena – a shield, a jerk that spends the energy of the shield, and a bomb with a small ao.

While the same souls do not give the player new opportunities as they pass, then in Ken of the chefs in the course of the game there is a progress – if they give you a new ability, then you will certainly begin to use it, because it is very difficult to cope without it. They gave a jerk – the hosts became terribly mobile, gave a bomb – here is the boss in which you need to throw it to open vulnerable places, here’s the boss, who needs to break the battery, so that after this procedure from the bow in a jump in a jump for a short time to shoot its contents, since it gives the enlistment to the player to use all the possibilities that it provides, while it provides, while it provides. Souls can calmly give the player to limit himself to the immortal “poking – roll – poke."

Closing the topic, I would like to make a remark that not all commanders are equally strong – I went half from the first/second time, but I have two SOLS and Octo in the portfolio, so I think they should not call them easy.

Well, the animations of ordinary attacks, by the way, are not at all impressive, but rather depressed – the primitive blows of the fourth unreal, whose impact can be compared with the medical cane of the chrome grandfather, and the damage to the sensations increases the strip of CP as a different side from the desired side, which personally forced me to use only strong attacks/onions made, like many other gameplaying solutions in the game –

Academic, enchanting, and most importantly – concise.

Yes, many gamemeraduer moves are aimed at minimizing the interface so that nothing prevents the player from enjoying a high -quality visual – and they did it perfectly.

1. A spectacular combination of a staff with onions, whose beautiful arrow kills three wooden hares at once – adds game mechanics, facilitates the control of the lack of switching between weapons, and, plus to everything, does it original and beautifully – ergonomically both from the point of view of Kenya and from the point of view of the player.

2. Treatment. The game itself decides how much chila is given to you in each specific fauth, and the chill itself is implemented through a button that spends an implements, read – the interaction button with the world. This is an obvious plus in the piggy bank of the inventory free from the interface consumables, and the integration of the interface is surrounded by a hundred percent finger up, which, with a more detailed examination, is also a finger in the ass, usually belonging to the boss, because in order to get sick, you need to turn this very ass for this very boss for a couple of times per fire.

3. Everything that the player finds in chests/barrels – namely, currency, karma, aphids and hats for aphids, because what else is needed for happiness – do not burden the screen with a dress with the contents of the chest, which is also a unambiguous like.

Gamomechanical individuality

Initially, Kena did not have their own abilities – as reported by the chief creative director of the game Mike Griere, the whole Cartblastic was at Tlenyshi. ROT, alternative translation options: rot, rot, humus) – the protagonist himself had no abilities, and the whole gameplay was conceived to tie these chubby milakhs. Moreover, the option was considered to make them antagonists, and damn it, it would be the most cute antagonists in the history of the gaming industry. Maybe. Later they refused these ideas, forming a balance between Kenya’s dependence on their little friends and using her own forces, and this balance, in my opinion, will be interesting to consider a little more details.

Almost all elements of the combat system are a way of interacting with interactive objects-using a bow, you can not only conduct aimed fire, but also use it as a way of solving spatial puzzles, for example, onions can work as an inverse huck puja, or if not so loud, then replaces the hook-cat. True, only beautiful flowers can be blasphemed. Throwing a bomb with AOE activates the stones with which the player solves spatial puzzles, and the pulsation from the shield activates crystals, which, in turn, activate the passage to the new zone.

This dualism also extends to the mechanics quite unusual for modern Title-the opportunity to give a number of orders to rot, fearful strengthenes that cause emotion to the same extent, in which the word “amplitude” causes a cring-these burned koloboks not only do heavy work for fragile Ken, help to clean the forest from spoiled strawberry bushes, but can also help it in the battle in the battle. I get the already mentioned impliable action for applying damage to the enemy, which can be spent on restoring health from the jug, if there is one nearby, or to put ulzipuskiks on the enemy, not even some bosses, as a kind of analogue of the camp. And it was the camp here is logical – if a couple of dozens of kittens pounced on me, I would also be pretty long.

Returning on a digestive

Diet (from lat. digestivus, fr. digestif “remedy for digestion”) – the general name of the drinks that are served after eating. It is believed that a digestive helps digesting food. In our case, he should help to digest a good Kenya gameplay, but it turns out to him so -so – not to mention the fact that he was in a total of several three -minute cartoons in the game.

As I already wrote at the beginning, Ken is absolutely not involved in the events that took place – she passed by and decided to help – she was a conductor of spirits, after all. Because of what the player’s involvement, his empathy stories that they tell us is close to zero-at the level of “damn it, but sho will be further” and “sho happened, so, so, interesting”. There is an intrigue, but not one of the cartoons shown after the bosses personally caused me. All three stories are maximally fragmented, and the central idea that penetrates them is also not felt – they are more similar to the rags stitched together, which are trying to pass themselves over to a homogeneous fabric. But, like everything else in the game, they are set incredibly beautifully – both the composition of the frame and the animation are highly classified (directing due to zero empathy, and I am a person with terribly pumped empathy, I can’t praise).

Many are outraged by 24 personnel that cause dissonance with a gameplay of 60 FPS, but here it is worth considering – all cartoons are drawn manually, and draw 24 frames and 60 – the volume of work that is not comparable to each other, and judging by the final quality, it is better to manually drawn twenty -four frames than sixty using kettle -ketchups. But here we remember the number of cartoons, their duration, once again look at the price tag, the price tag looks at us ..

Full -haired

The fighting in the game came out really worthy, the weakness of ordinary mobs is often compensated by their number and variety, and about the bosses I have a whole calculation. But spatial puzzles vary in quality-for example, in a pair of cases you need to activate crystals in the correct order, while the actual order itself is completely incomprehensible, which forces you to turn to the method of banal vice versa, and closer to the end of the game, in the other world, the mystery of Jacques Fresco was overloaded with excessive elements, which was why I had to go into a great tile, where It turned out that most of the elements are unnecessary, and the solution is the most primitive.

The plot of the game is incredibly weak. You can, of course, pull the cat by the tail and say that the game is about how much effort needs to be made to help one single and not a living soul, and indeed, gameplay – it is about it, but only the game itself does not understand this, focusing on Kenya’s efforts, but on the results of her efforts, on those who helped, on their stories and their experiences, not taking it away. a character who, in theory, should be central, due attention. But what the game understands is how to be tederation -cherished, fascinating all its modest -fifty hours of passage, and, most importantly, is well aware of how to be the first game of the studio for all 8 points out of 10.


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