{"id":1368,"date":"2009-05-14T06:31:45","date_gmt":"2009-05-14T06:31:45","guid":{"rendered":"http:\/\/danielprimed.com\/?p=1368"},"modified":"2012-03-10T11:00:35","modified_gmt":"2012-03-10T11:00:35","slug":"play-impressions-and-the-rest-4","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2009\/05\/play-impressions-and-the-rest-4\/","title":{"rendered":"Play Impressions (And the Rest #4)"},"content":{"rendered":"
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I don’t have terribly much to conclude on these last two titles, but they’re commentaries that I feel need to be said;<\/p>\n
Any game with chunky sprites and googly eyes is a winner in my book, now add some rose tinted nostalgia and you’ve made yourself fine cocktail of retro loveliness. Beyond the sappy cuteness, WonderBoy<\/em> walks a fine line, mastery of allurement. The slow walking speed, mostly barren landscape, and vanilla combat makes for a rather weary Metroidvania (lite) adventure \u2013 it’s almost monotonous – but it’s not and that’s the magic. The trick is a little spice through means of environment. The preset template for WonderBoy<\/em> is adequate; it’s a 2D, open world platformer with combat elements and an overlayed equipment system. The environments act as both visual distraction as well as steering the game’s momentum. Each environment has some form of gimmick, whether it be swimming underwater, shrinking into a pint-size version of yourself or the series of side-kicks that the small townships hand to you. Each mechanic introduced per stage keeps you on the chain a little longer. The puzzles can be random, and at times too few cues are given to the player, resulting in blind guess work for progression. The platforming and combat is definitely on the lite side, and lacks a succulence to it, but that is after all the game’s motif; from the big sprites, to the simple design, the game is rather primary \u2013 it’s Wonderboy<\/em>. I see this now as an ideal introduction for younger children into more esteemed platformer titles.<\/p>\nPixelJunk Eden<\/h3>\n