![]() Breaking out of the immersive art style could have ruined the atmosphere (as per Assassin’s Creed‘s tedious modern day sections), but it works pretty well here as an original idea to intertwine the world of the artist within the folk story. These start to have an effect on his behaviour and on how he treats his characters within the game, similarly twisting the story into something more emotional and complicated than at first it seemed. The ‘fourth wall’ is soon broken when the hands of the artist begin to appear along with some still cut-scenes which reveal scenes from his life which influence his mental state. Otherwise, there is little to fault on the gameplay unless you have an aversion to brain teasers which gently strain your cerebrum.Īs the story moves on, Aiko remains fairly evasive but this keeps motivating our Hero to find her. ![]() The control system is the main niggle, as the Square button has been favoured over the Cross to select an item which you want to move, and on more than one occasion I found myself undoing some carefully prepared scaffolding as the button layout was anything but intuitive. Raising mechanical platforms and using steps and ramps are your only way of climbing as you are unable to jump, so this often simplifies the gameplay and dictates the layout of the levels in a way which is enjoyable and predictable. ![]() Later levels introduce the opportunity to burn wooden structures to reach inaccessible switches or areas, along with the ice levels which allow you to freeze and melt water in a similar fashion. ![]() That isn’t to say that some aren’t chin-scratchingly challenging, but a little thought and logic will usually lead you to solve what initially seems like an obtuse selection of blocks and ramps without tearing out any hair. This mechanic of self contained puzzles enables them to be more accessible for those who struggle with anything too cerebral (my hand is up), and the learning curve is perfectly judged to introduce new elements and techniques to progress once the player is comfortable with the potential solution. Using a forced isometric perspective which evokes a host of vintage adventure games harking all the way back to Ant Attack on the ZX Spectrum, our Hero’s special power is to manipulate a small selection of blocks, ramps, switches and balls within each ‘area’ which are all contained on the screen at the same time. ![]()
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