Upplagd: 27 januari
Just finished my first play through of Teslagrad and I've got to say it was at times challenging and frustrating, but overall most definitely
Teslagrad is mostly a puzzle platformer, with the metroid-esque power ups you acquire used mostly to allow you access to new areas and give you even more tools to progress through challenging levels. Throughout the game there was very little combat and more of a focus on story, setting, solving puzzles and avoiding hazards. And now, to the break down!THE GOODPHENOMENAL Story telling through Art and Music
Much like the opening scenes to Pixar's "Up," the story is painted for you through the use of images and music only - there is no dialogue! Instead, Teslagrad's expressive art style, the 'cut scene' sequences, collectible scrolls and notes scrawled on walls tell the story of how a once great society of inventors met their unfortunate end at the hands of a selfish and bitter king. A+Sharp Physics
The platforming mechanics and puzzles involve a lot of magnetism based effects and it all felt very precise. Your abilty to super jump, levitate and fly all seemed very consistent for the most part (unlike some physics engines!) and collision detection was particularly detailed and precise. There were only a couple of times when things were moving too fast that I wasn't sure if there was some muddled reactions happening... but otherwise each detail, from the corners of ledges to the speed of levitation, all felt incredibly smooth. Clever Puzzles
While some of them took me a while to grasp, or were physically demanding to complete, the puzzles (mostly) felt challenging and fun. There weren't too many times I found myself completely bewildered or frustrated... so Teslagrad's developers win more brownie points for making their puzzles fairly intuitive. Flow of Motion/Noticeable Power Curve/Did I mention the physics?
Since the physics of the game were so on point it gave you a great sense of flow throughout the game and heightens the sense of freedom over the environment... Particularly as you gain your power ups. You REALLY notice the difference toward the end of the game. THE BAD
Honestly, not too much to say here. I either loved or hated everything in this game, so thinking of 'meh' complaints was tough. If I had to say anything, I'd mention:Timed Puzzle of DOOM!
So, arguably the most difficult part of the game for me, involved flying upward on a magnetic 'updraft' as fast as possible through a series of electrical beams in order to get to the top before a quest item became unavailable. It was extremely difficult. But that seems like a personal complaint rather than a design flaw. Sneaky Camera Angles
Maybe twice in the whole game, it felt like the game was being deliberately abusive when it came to their forced camera angles. Typically the camera is focused on whatever you can see in front of you. However, for what I assume are cinematic reasons, your POV would shift in to focus on something plot-worthy. 99% of the time this was fine because you were somewhere safe, you expected it and you could walk away from this auto-focused location without issue. But once in a while, your focus would shift in such a way that you couldn't see a guard running at you (you only face gaurds twice in the game, btw) and you'd be insta-gibbed. Very sneaky! Very spiteful!The DOWNRIGHT UGLY
So, two points of contention. Two things that the game should have done, but failed miserably.Forced Hidden Collectable Quest
I don't mind collecting trinkets (in this case scrolls) as a bonus, or for achievement or what not. But for god's sake don't force me to do it! There comes a point in the game where you can no longer progress until you have collected so many of these freakin' scrolls that are hidden throughout the game levels. There's still one more boss to defeat, more story to uncover.... but you have to pass through the gate with so many of these damn scrolls in your bag before it lets you through. Of course, this could have been avoided if....Communicate, Communicate, Communicate!
If I'm forced to play hide and seek through the ENTIRE GAME MAP... at least throw me a freakin' bone as to where these things can be found! For a game that communicates its story, SO FREAKIN WELL, you'd think this would be a non-issue. Clearly someone missed the memo.
In fairness, I collected approximately 90% of these things because their locations were obvious... it was just a matter of having the right tools and figuring out the platforming puzzle. But the other 10% were blatantly hidden offscreen in secret zones, or through passages that blended in with the scenery. After about an hour I decided to look online for the remaining locations. All in all, not the end of the world... but it would have been nice to have some sort of indicator on the map, or a tone, or light or something that would mark a location as important to guide me back to it. Those other 90% were somewhat fun to collect since I had to explore.... but those last 10% were infuriating! >_<
All in all, a fantastic game with a fantastic story line! Just be prepared to look for help (unless you like playing through the game for an extra dozen hours banging your character against each surface, in each level, inch by inch).