Again, the video game lives on this and the work of the British team is sublimebut it seems that the idea of the game was based solely on this simple pillar: that it enters us through the eyes. I want to make it clear that this is not necessarily a bad thing. SILT decal the visual style of Limbo or Inside as Nioh imitated, in this case, the playable style of Dark Souls something that, in fact, Team Ninja was criticized a lot for replicating a formula without proposing something new. This aspect is independent of the gameplay, and in SILT it seems that he has dominated the creative process greatly. Nor did he intend to revolutionize the genre, rediscover the wheel if we get more technical only be attractive for that player who already enjoyed Limbo or Inside, but, is it worth just being beautiful and artistically gorgeous? Because it is, but no, it’s not worth just that. Is he principal problem of this “subaquatic limbo”, relegates everything to its style and miss the opportunity to be an independent game. I’ve been playing SILT this week, even before launch thanks to an early access key, and while it worked striking At first, that surprise did not last long. The Spiral Circus Games title has been sold as a spiritual successor from Limbo, the magnum opus of Playdead and Double Eleven from 2010, something that would not be a problem if it were not for it’s not enough just to imitate. In this sense, it seems that SILT was looking for something similar, but without evolving and putting something of its own, something that hurts to have realized. However, even with more than 20 products behind them, Marvel and Ubisoft evolveyes, repeating and perfecting that formula. Little can be said to Marvelfor example, from repeat the formula even Assassin’s Creed. ![]() Related Article: EarthBound: Discover infinity of new details and secrets of this cult JRPG
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