Saturday, July 20, 2013

NO TIME TO EXPLAIN


Advantage of a flash version of one level setting concept, No Time to Explain has come a long way before getting its place in the sun. His last race to date is that of Steam Greenlight, where he was able to muster enough votes to be distributed by the royal road.

Since 25 January, the store has a new steam so platformer with a twist unique gameplay based big guns in handy down. Other good news first game tinyBuildGAMES seems crazy that its trailers could be expected from. Let's hope that the interest of the security is at the height of his madness and he manages to surprise us throughout the adventure.

TOUTOUYOUTOU!

It begins on a sunny Sunday in the 80s, full time broadcast Veronique and Davina. In any case it will be assumed, our main character is trying to wiggle in front of his television to its fast and furious. All of a sudden, one of the walls of his house explodes and a lookalike dressed in red bioman storm in his living room. It comes from the future and has no time to explain the reason for its presence, makes us to know. His statements are confirmed in the second when a giant crab spends his clip by opening and seizes him before fleeing. Good Samaritan, we therefore take hold of the weapon that our dual dropped in the heat of the action and start in pursuit of two oddballs, one to prepare dinner in the evening so Thermidor, the other for make her well, or ask him to repair the damage seen in our home. Once outside, he does not just follow the screams to achieve our goal. And if unfortunately a chasm or a little too high hill impeded our way, useless out the ropes and harness: the rifle fires a plasma so powerful that its decline acts jetpack once mastered radius. After the race, a time warp waiting for us to take us to another place and another time, a little closer to the final showdown.

The most important manipulation to fully enjoy the game before embarking on the chase is to go check the "Screaming Guy" box in the options. It would be really stupid to do without the opening of its resonant Madness replicas braillées loudly over the music, among which we can learn that, for example, his ribs stuck in the eye and that it may well see his bones. Too bad that three quarters of the game takes place without him, his presence greatly involved in general and especially comic printing frenzy prevailing on the title. As to whether any nerve, the original single band does not always manage to recreate this foutraque urgency. And spent the first few minutes, the contrast between mignonnets graphics and power of the laser beam is more reason for amazement, even if he continues to shake the screen in all directions as soon as he touches the trigger . In short, side implementation, No Time to Explain has a little short of breath, and this defect is unfortunately quickly find themselves on the side of its gameplay.


GUNS N'BRUSES

This does not mean that it is based on a single idea and throws the variety with the bath water, far from it. Instead, the developers have done everything possible to ensure that each set of courses is different from the other by slightly modifying the mechanisms to avoid boring the player. The jetpack fortune quickly becomes a drill, and then is replaced by a shotgun whose decline leads to excessive jumps. Then it's time to go under the water, to go to hell fire burn wood planks blocking the passage or small sessions shooter or Canabalt-like. Twice, it even happens that we withdraw our weapon to replace the powers completely changing travel.

Green clone, for example, must handle like a slingshot: it is clicked on the rind before stretching in one direction, and off he went in the opposite direction when you release the mouse, in the manner of an Angry Birds, with the difference that the projectile is this time already in motion and can still handle through the keys in more conventional travel. The difficulty is also there to keep us awake, and if the early stages are ideal for a good laugh once, the avalanche of pikes, lava and acid tanks to follow leads to more caution and precision .

Looking at it closely, however, we realize that our failures do not take a sly level design. To be honest, it does not even have anything fantastic well and allows some lurching toward the poor repeatedly. In reality, the main obstacle to our progress is to be sought in the handling. To begin with, not to play the handle, which is a shame for a platform game, all fans of Super Meat Boy will tell you. Unable then to change the controls, and it will play the Alt + Shift to each party, in addition to a cross on the space bar to jump. Much worse then, while the direction of our shooting is paramount, as our avatar leave exactly the opposite, the mouse does not handle the angle of the cannon, but the point of impact of the round.

The shade may seem small, but it is a huge time into play when a jump request graph pointing the gun toward the ground at 45 degrees throughout the flight, it will always make our move. Periodically, a wicked acceleration pushes us forward right into a wall while our ascent began to shift hair, just because Toto decided to lift the arm to continue to build on the pile of loose stones of which it is party. This choice makes any attempt of adjustment disproportionately acrobatic path, and we will quickly dig a trench on the desktop with our mulot before stabilizing air soap in lieu of heroes.


FAULTS TIMELESS

Now the annoyance begins to be felt as far away with many other flaws in the game Besides the problem of sight which also makes shooting in full fall particularly irritating, the character and the screen simultaneously moving at different speeds, the unpredictable physical depresses a little more maneuverability. On the one hand, the laser beam appears less powerful than in the first flash version and will climb a few meters high, even though it burned to the mechanical shellfish future. Let whether by a balancing issue that may have seemed necessary for developers. What is incomprehensible, however, is that the combination of a jump and shot acceleration varies levels, especially with the shotgun. The first time he falls into our hands, everything is better, swing buckshot can make huge leaps anytime. But in the final chapter, the propulsion operates at ground level or the height of a jump. Pull over elevation serves only listen to the shotgun and spread coarse salt on the floor. And occasionally end up impaled on a harrow.

The problem: the studio's work is composed of amateurs, and the result unprofessional. The bugs are legion. Without exception or nearly so, the addition of a new mechanism announces the arrival of new problems. We have seen that the shotgun was angry with physics, but there is also the clone-frog passes wall that continues to move forward even when stationary, bouboule that all of a sudden does not want to go in the spaces of usually tailored to its size, and of course everything that does not touch the protagonist. Bosses already unattractive crashing in the background, the music stops or worse, restarts and is superimposed on the former after each death ... The more staggering still collapse framerate in ten frames per second when passing at high speed. More and more we advance our nerves are strained, but not for the right reasons.

Fortunately it is very rare to have to start a level over the last stride platform acting checkpoint provided they will end up in ashes or drowned in an acid bath. Remains that because of its flaws, No Time To Explain is a very big disappointment that the sympathetic beginning deserved better than three hours of descent into hell inflicted thereafter. Optimists will probably be consistent with the theme of time travel. After all, few games can claim to have their climax in the introduction.

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