The timing of when the tunes started playing according to where you are in the game is pitch perfect also. The soundtrack is definately up there with hotline miami in terms of quality. Even when i was frustrated i couldn't get over how amazing the game looked. Also an achievement.īUT, the game is gorgeous. Collecting all of them doesn't give you an alternate ending or anything, but it certainly makes you feel good knowing that you challenged yourself to the MAX. one of the souviners took me at least 40 mins to get. Finding them are almost impossible without guides and even when you reach them you will have to try. There are 12 "souviners" and 17 "secret constellations". The collectables are what almost ruined this game for me. For instance you'll teach yourself how to wall jump even if there isn't a wall sticking mechanic, which will help you find the collectables throughout the game. Unlike other precision platoformers like Super Meat Boy the game has a larger focus of utilizing the gravity gems/timing. EVERYWHERE.Įven at the easiest difficulty setting if you don't have the patience to retry a level again again you will be ♥♥♥♥♥♥. Platforms got smaller, enemies became faster, and oh god the ♥♥♥♥ing spiked walls. Then approaching the first boss there is a sudden difficulty spike. Then you are introduced to bombs, music boxes, smoke bombs, lazer beams, and so on to assist you. You learn the basic mechanics of using the game's gravity gems to float to high unreachable platsforms. Underneath the beautiful aesthics (it honestly had a pixar vibe going on) and the ♥♥♥♥ing amazing sound track lies a game so god damn hard it made me want to burn my computer. No game has frustrated me and entertainmed at the same time so much than Pid. If you like hard platformers, you should check this game out. The game is pretty long as well, but has a great flow and variety to the areas. The scenery, music, atmosphere, and gameplay all combine to form this truly unique experience. Overall though, I really can't stress enough how much I like this game. The other great thing about the beam mechanic is how the solution is always right there in front of you, but you have to figure out where to place the beams, adding a bit of a puzzle aspect. Most of the time you use the beam to carry yourself, but other locations have you using it to carry bombs towards enemies, carry enemies themselves, or even push around light sources needed to light the way for you. The game thoroughly explores this mechanic, with every area in the game having a slight twist to how the game plays. The way this changes how you navigate through the game world is dramatic, and a bit reminiscent of Bionic Commando Rearmed, which some of the Pid team also worked on. The main gimmick here is the ability to place down beams of light that can carry you around. It's really too bad though, because I think Pid is one of the best games around. I personally love the game to death, but I can see why the huge dissonance between how the game looks and feels, vs how it plays, turned a lot of people off. The distance between checkpoints is tiny, you have infinite lives, and enemies, traps, and spikes are everywhere. Upon playing it though, the game honestly has more in common with Super Meat Boy than any puzzle platformer. On the outside, Pid looks another artsy puzzle platformer, with its gentle, softly rendered backgrounds, and relaxing acoustic soundtrack. If there's one game that completely failed to find its audience, it's Pid.
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