No music of any interest save for some ambiance stuff in the background that lasts all of 20 seconds at a time. ![]() The sound effects for the four cubes you control have the same sound for the run of the game. The accented ladies chattering back and forth are only slightly interesting so you’d hope there was something else to help. 2 also does not give any ambiance to help this monotonous room-to-room door openings. That is as simplistic a story as “go climb the stairs.” The basic idea is to just get to the top of the structure to leave. You have some Commander telling you little snippets of what to do, but even her information is usually “I’m not sure,” or, “I have no idea why.” I understand trying to make things interesting, but this game actually makes it boring and uninformative. And yet, you are a person, mysteriously on some planet, trying to figure things out, and unfortunately, the information you receive are rubbish. 2-who’s name is really there to mimic the shapes you will be seeing forever through the game-has about as much storyline as Tetris. I should say there is a lack of storyline. I have never played a game filled with the same doldrums that this game produced. It was from two to five moves for some 50 rooms. The number of moves you have to do doesn’t change very much as well. You just went along from room to room opening the next door. There was no lip sweat, or headache, or even the slightest thought of needing help. I can't think of one area that took more than five or so minutes to solve. Now, if the difficulty increased as you went that would have been a little helpful, but in the first five chapters the difficulty went from a 2 out of 10, to maybe a 2.1. There is nothing out of the ordinary except a puzzle that you must figure out. It is always in square and rectangle shapes and always simplistic. There are stacked blocks in different patterns, but in the same style as the room before. The rooms are pretty much the same from one area to the other. ![]() It is an interesting, yet unexciting structure and you hope it gets better from there. You are then transported into a structure that looks like a typical building but made from blocks instead of normal walls. It is an interesting start to any game and showed promise. There is a certain mystery when you start up the game. But nothing in the game would tell you any more than it is a computerized and minimized version of table tennis. Maybe, at a higher number level, you would get two balls. “That is as easy as Pong.” It became that way because it was the most simplistic game you could find: hit the ball to opposite side of the screen. One of Atari’s first games became the punchline for the next 30 years. I was a child when the game Pong was released.
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