The world is a 3D one, but for all intents and purposes it is a 2D platformer and players quickly learn to see the walls, not the rooms, as their play space.įor a longer game, Contrast’s concept would wear thin, but as a brief experience it works perfectly, and just like Rain the game understands not to outstay its welcome. Players are able to “shift” into the walls of the environment, as long as they are brightly lit, and then use the shadows as platforms to reach previously unassailable areas and objects. Where Rain did it by forcing players to consider the impact that the very atmosphere of the environment would have on their ability to function by rendering characters invisible unless they stood in the rain itself, Contrast tasks players with looking at every object as a device for casting shadows. Conceptually it’s a game that forces players to look at their play environment in a different manner. Rain, Shelter, Papo & Yo and now Contrast it has been a good year for serious gamers indeed.Ĭontrast feels remarkably like Rain, both in concept and theme. This is a deeply intelligent game, and yet another example of a wonderfully emerging class of games that maintain artistic credibility while also offering genuine production values. That changed about three minutes after I started playing. Until I played Contrast I wasn’t interested in it.
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