![]() Ostensibly, this system sets up a situation where viewing things from a fresh perspective, unveils an otherwise hidden detail. You can move along three axes, as well as rotate your sky-high camera using the mouse, the keyboard, or a controller. And while I understand the impulse to incentivise careful observation, this system highlights some of the game’s weakest parts.įirst, the controls can feel frustratingly unintuitive. One orb on each island is awarded for collecting enough star fragments hidden amongst the architecture and flora. Instead, they offer just enough encouragement to pull certain levers or push specific buttons, which will invariably start the ball rolling into each island’s Rube Goldberg-esque design. These narrative hooks never fully develop into named, recurring characters (save for one adorable exception), but it’s clear Down in Bermuda isn’t setting out to tell a story in the traditional sense. ![]() A giant spider has menaced the peaceful shepherds of a forested village, for example, or a mutant sea creature threatens to destroy the AI trapped in an abandoned research lab. You see, Milton often arrives in the middle of a conundrum for the inhabitants of his destinations. Those orbs can sometimes be found hidden amidst the environs but are reliably rewarded for solving each island’s major story puzzles. You accomplish this by collecting orbs that power an arch, allowing travel between disparate islands. Then, you arrive as some mystical force to begin unlocking the area’s many secrets and restoring some hope that the stranded pilot could once again see home. Yak & Co’s second game, after 2019’s Agent A, follows the story of Milton after his being marooned somewhere in the Bermuda islands for 30 years. Lots of moving piecesĪt the risk of stretching this metaphor to its breaking point, Down in Bermuda then feels like a local joint who obviously knows how to sling a slice, even if consistency isn’t their strongest virtue. There is no such thing as a bad puzzle box. Tell me a story with your design, and I can ignore jank. Bad or good feel like measurements of how quickly you can find a solution, which is far too squidgy a metric to mean anything.
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