![]() ![]() While players interact with certain sliding elements of the world directly, the protagonist is controlled by double tapping on where you want him to walk. I enjoyed slowly soaking in the pretty scenery near the outset, but the main character’s ponderous walking speed gradually wore on me. Each turn of the page is an exciting revelation, providing new areas to wander and puzzles to solve. Locales vary from serene woods with trickling paper waterfalls to a lighthouse standing high above the seashore. These carefully crafted structures spring into existence as players swipe their hand across the touchscreen on the iPhone or iPad, much like turning the page of a book. The construction paper settings are colorful and beautiful. If only it played as good as it looked I like the gorgeous visuals and puzzle variety, but they are held back by tedium and iffy design. It makes for an immediately entrancing experience.Nyamyam’s new offering folds a pop-up book world together with exploration and subtle puzzles. It's a great mix of reflex and strategy, merged with some top-notch neo-dystopian art, great evocative voice acting, and beautiful original music. You can play Transistor like a pure action game, but it seems better designed for turn-based strategy, where you get to pause the action and plan just how you'll use your limited actions to best position yourself to do maximum damage, then dodge the Process' counterattacks in real time while your action meter refills. ![]() You control a famous singer known only as Red, who carries the Transistor and works with it to take out the robotic presence of the Process that has overrun the city, absorbing more souls from the dead to gain new powers as she does. Instead of a faceless narrator guiding the action this time, though, the voice-over is now provided by a dead guy whose soul has been trapped inside a massive sword called the Transistor. If you love one, you'll love the other.įor its follow-up to the critically acclaimed Bastion, Supergiant games is revisiting the action-adventure genre from an isometric overhead view. Fast, snappy, and full of gotcha moments and clever arenas, TowerFall is the Gauntlet to Samurai Gunn's Bushido Blade, the Power Stone to SG's Smash Bros. Players must also constantly keep their ammo stocked by moving to reclaim arrows, bombs, and other useful items from walls and corpses, or take them directly from foes. Namely, arrows will change their trajectory thanks to a mild heat-seeking mechanic, meaning players can't survive by just holing up in cover. In TowerFall's case, that comes from bow-and-arrow combat with a weird tweak. Yet there's plenty of nuance in the old-school deathmatch genre, as shown in the subtle differences between the games. Both games revolve around single-screen, 8-bit, 4-player, 2-dimensional insta-death combat, and you could imagine the games' creators getting into a chicken-and-egg shouting match in the wrong scenario. Schneidereit and her design partner Phil Tossell left Rare a few years back after finishing Kinect Sports, and from the look of this, their first project afterward, we're thankful they did.Īt no point did the games TowerFall and Samurai Gunn stand side-by-side at GDC, and perhaps that's for the best. Tengami's brief demo only had a few puzzles, which revolved around tapping glowing targets on the iPad screen to fold the surrounding world, but the polish and aesthetic already felt complete. (The game's Japanese name is fitting, with “ten” meaning “toward heaven” and “gami” describing paper.) Players proceed by guiding a samurai character through papercraft worlds, which repeatedly fold open and closed to reveal new paths. Its traditional Japanese music, watercolor scenery, and slow pace might test antsier players' patience, but the world is too beautifully crafted to charge through, anyway. It was a perfect leading question, as Tengami exudes a calm, cool feeling through its every element. After offering a demo of the iPad game Tengami, co-creator Jennifer Schneidereit asked a surprisingly welcome question: “Are you ready to be patient?” Absolutely, I said to myself, already worn down by an endless run of panels and demos at GDC.
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