So today I tortured myself again. I finished it this time though.
Last time I left it at a puzzle where I had to find bunch of strange looking baby... things. I had to find 4 of them in total. The reason I'm bringing it up is because I really like what did for the game-play. Basically, where the baby things are hidden, makes the player think outside of the box. They literally need to think of the environment outside of the screen, like the games environment carries on passed the boarders. Sometimes this can be just swiping across the screen as if grasping for an escape from the screen, or even just wondering whats dripping blood from the sky. This another way the environment is leading the game-play within this game.
One other thing I really liked about Year Walk was the use of the companion app to carry on the game after the 'game' had ended. It's strange when your reading the extra content that you unlock at the end of the credits. The feeling when your analysing the images within that content. I could believe I was still playing the game, even though I thought it was over.
I don't think I have seen this before where the game influences the player that much that it gets them to keep 'playing' by read up on lore and another side of the story.
-----------------------------------------------------------------------------------------------
Thought I'd add this little bit just quick. I've been thinking about the games I have looked at up to now, including some of the ones I haven't posted about. The thing is, I can't seem to think of any games that use the environment in the way that these do, by leading the game-play, that aren't either Adventure or Puzzle games. I need to research a little more and either find one that does or a reason why not.
I also wouldn't mind to explore expanding an environment outside of the visible with a 3D world. Or something along those lines.



No comments:
Post a Comment