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It's fine, no real weight to it sure but it hasn't caused me any trouble so far.
Just so you know, this is the bug report section.
I've played many games, many plateformers, and I can definitely say that the plateforming in this game is not great. Its functional for the most part, but it lacks polish and creates a frustrating experience until you get every mobility upgrade. From my experience with the game:
- there is no sense of depth, which kinda kills spatial awereness. You can hit a spiky wall and swear it wasn't that close. Or completely fall short -or too long- when trying to reach a plateform.
- linked to spatial awareness, the character's shadow isn't big or noticeable enough. Sometimes you can't tell where you're gonna fall.
- the character's "drifting" when you turn will sometimes make you fall. Same thing with the attack, since it makes you advance.
- grabbing a ledge is a bit wonky, not always reliable.
- wall-run feels a bit uncontrollable, as the character is always swaying left or right. Simply wall-jumping between two pillars is a bit of a nightmare.
- a mistake (in my opinion) that many studios do: the camera is too close to the character. It blinds us from environmental info.
Maybe I've played too many platformers.
If anything I think the controls are really good considering I ended up getting lost because I was abusing movement and jump mechanics to enter areas I apparently wasn't supposed to. I almost ended up skipping the double jump unlock because I was abusing wall climbing and sword spin to get a bit through the next area.
In this game, most of the main quest stuff isn't that hard. But when you get into the voids, the camera is the most dangerous obstacle. Unless you use a "claw" style grip, it's impossible to move the camera fast enough to keep up with the environment. I got lucky with one of the voids and managed to dash blindly onto a platform near the end to win, but i had to give up on the one with the saws for now - i just can't get the camera angle right to see depth and still have time to jump. I'll come back later with all of the abilities.
So yeah, the game isn't perfect, and it's frustrating sometimes. But i'm still having fun.
With the camera, have people tried changing the auto camera adjustment speed in the settings? I haven't played with the higher settings yet, but it does turn the camera in the direction you're facing whenever you're moving, which should help a lot with these issues? You can also immediately snap the camera to whichever what you're facing already, though maybe that's not always practical.
Depth perception issues are present in every 3D platformer, except maybe on the 3DS where you can actually see depth. Blue Fire isn't really worse than others, it's just harder and faster-paced, but in a way that mostly pays off because that's what actually makes it fun. I think it's nice and still all too rare to have genuinely intense, challenging platforming in a 3D game, and not in a way that feels PS1-era cheap, because your character becomes so powerful, flexible, and fun to control as you accumulate movement abilities. It's even somewhat forgiving because you can use your various extra jumps and dashes to correct for mistakes, and if you have trouble with a void, you can come back to it later with more of those upgrades.
I DO have to object to the lack of checkpoints in voids though. I know they were added on the easier difficulty, but I find the rest of the game kind of easy so I don't want to play on that. It would be nice to have checkpoints as a separate setting.
Someone else mentioned it above but you get more platforming tools as you go on making things way easier.