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Nyamakop and Good Shepherd Entertainment want to give us an indie platform of the new genre with Semblance. This is not just a jump, the kind of puzzle is not too close in this title either. However, the biggest feature is the definition of gender. Because here, Semblance takes the term "platformer" a little more literally than we thought at the beginning.
In a world where the environment and its inhabitants are made up of a kind of supple rubber and particularly soft consisting of – a. Unnoticed, he enters one of the large trees that serve as home to the residents. Without further ado, an infection breaks out that affects not only the tree but also those around it. Even parts of the population must suffer. Fortunately, you have been away for a short time, so you are not directly affected by this disaster. A good opportunity to put them away.
But how do you do that? As mentioned before, the environment is soft ground. In part so soft that it can be distorted by you and that is exactly what you use! In a short tutorial, the game teaches you to move, jump, ram and normalize. Okay, that's all you will do throughout the game. But I'm not saying that history will not be complicated later. You must have already noticed the two-tone and minimalist terrain. Floors, walls or platforms, whether they are horizontal or vertical, that have completely changed to the darker shade can be deformed. You ram these logically on the opposite side. Thin platforms can even be moved together, otherwise you'll always encounter bumps, turning a straight surface into a ramp, for example. However, terraforming is only possible in one direction at a time. If you move a platform to the left, you can not distort it later from bottom to top. At some point, however, maximum alignment is achieved so that even greater deformation is not possible. If you make a mistake, you can reset the terrain by pressing a button in its original form. This ability affects everything in a small circle of you.
What does not fit, is made to adapt
The game world is divided into three different "levels" and without explanation not clear or easy to understand. There is one main area that functions as a hub world. This includes tall trees. These tall trees are the chapters, so to speak. Each tree represents its own world in a different color, moreover, there are new and different elements that affect the gameplay and – as mentioned above – make it more complicated. The entrance to each tree is surrounded by a number of smaller vertebrae. These clarify the number of levels. Say: There are more trees in each chapter (you are just in a sub-hub world, so to speak), and these are the individual levels. By the way: you can play the three main worlds all in an independent order. Each level is open from the beginning. There remains a small exception.
Your work in each level is to collect soul-like spheres that correspond to the color of the world. At the top left, you can see an ad that lights you up, which you have already collected. If there are six balls of this type in one level, it includes six stages (captured by the camera as a whole). Traps and dangers are often hidden here. Lasers that cut you, enemies that patrol or spikes that jeopardize any jump. Use your skills to avoid these obstacles. Sometimes, certain pbadages must be opened to reach the corresponding sphere. The game accompanies you during the challenges with a music half composed of melodies and atmospheres and this gives a mysterious atmosphere. But I am going now, as in the preceding paragraph, to give up some details. Because otherwise I would leave nothing to the game itself, which brings us to a point of criticism.
The game suffers from the problem that I've already seen in some of the other titles that use the genre puzzle and still individual Use the level design: game time and game size. Motivated players are nice and good, but those who play Semblance at once have already pbaded the first time in four hours. Of course, it depends on your own abilities, but in reality no stage is too difficult that you should despair. The structure, however, does not provide a long playing time. The transition to a new game, always offered in the pause menu, is very fast. Once the title has been played, it immediately removes the progress of the game after the generic My perception: A title that is very suitable for testing on Speedruns. At least we do not forget the solutions so quickly.
As the game progresses, some puzzles become more complicated than the previous ones. In a certain logical way, no?
But there are other problems. For some walls, it may happen that the player gets stuck in it. More precisely, I remember two cases: once I found myself in a very thin wall, but I could release myself automatically. This mistake could be used for the scene and reach the ball as well. In the second case, I got stuck after a ram attack (that is, when I crashed) all the way to the bottom of the ground and I did not come out again. So I had to do a squish reset from the pause menu. It takes you back to a stage as if you had just died. Speaking of dying, you never make a huge loss of progress by dying, because you are always reset on the same screen. If you have already recovered the ball, you will lose it again, but the terraformation will still be preserved. So, your solution is beyond your death.
We find small technical quirks in console mode, where the game does not always work, but almost always, in 60 FPS. In the pause menu, the language selection options (eight different, including German) and the volume controls are somewhat flawed because they sometimes do not match the parameters that are displayed after the game starts. Specifically, the game is German, although English suddenly appears in the menu. The sound effects are audible even if the button was pressed during the previous session. Fortunately, these things do not hurt the game.
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