Arise Review: A Simple Story - a game that pisses you off first, and then makes you happy
At virtually every stage of the game, you will get hit at least once. Initially, tedious and boring gameplay rewards us with time. With more than that! As in life. Like wine. Arise: A Simple Story is an inconspicuous, universal, beautiful and emotional game. The review was based on the PC version.
Do you know what "instant gratification" is? It's more or less what we experience on Facebook or Instagram - we publish something and we immediately have a prize in the form of hearts or thumbs up. Or when we want to buy something and we can do it right away - everything is within our reach. The downside of this phenomenon is that it deepens our lack of patience and reluctance to plan for a long time. Something needs more work? Meet more conditions? The prize will come in 5 years, not 5 minutes? The brain activates the reaction: I don't feel like it, it's not worth it, it's a waste of time. This is a very popular work pattern among millennials and representatives of the Z generation. I confess. It's also my work pattern, and it's because I'm a typical millennium. So I would abandon Arise: A Simple Story. I would give up like nothing - because at first it is a game that does not reward, but only experiences. This will make a large part of you also want to abandon Arise after the first dozen or so minutes. So I am here to stop you and tell you that it is worth getting tired. That it's worth the wait.
PROS:
time control mechanics;
moving story;
great mood-building music;
beautiful views.
MINUSES:
annoying start;
totally impractical multiplayer;
occasional cheeks and sometimes frustrating camera work.
()
Annoyingly simple story ... not
Arise: A Simple Story is an independent platform adventure game released by Techland Publishing from the creators of Piccolo Studio.
Here you are witnessing a funeral. At the stake lies a just-built man. This is your protagonist - he has just completed his life. He will be in limbo soon, and what you experience for several hours of gameplay (and if you are perfectionists, maybe even for ten), will turn out to be a story about his life. As you break through the following chapters, you'll be collecting his memories that merge into a complete picture. And at the end of the road ... You'll see for yourself. Is it really a simple story, as its title suggests? It is as simple as it is familiar. It is a journey through nostalgia, suffering, loss, love ... This is a story about the universal path of life. At the end, you'll wonder how much one person can bear and still see the world in full color. This is not so unusual - everyone, if they looked at their life (in full!), Would be full of admiration.
Well, let's put it straight - the beginning is tedious. But only if it takes too much time. However, I'm afraid that most will take too much of it. And this is a problem. The first chapter whipped me down incredibly. I had to take breaks, force myself to continue (and you must know that it can be gone in about 10 minutes; please - laugh). Fortunately, the duty won. Location boring as tripe with oil, everything looked the same, was uncomplicated and merged into one. I wanted to play the keyboard out of habit. When I tried to jump on the damn board for the eighth time to fly again, I thought: maybe it would rain ... Definitely play pad. It will not be perfect, but it will be better. Objectively, the location of the first story is impeccable - despite the negligible impact on image control throughout the game (if you like to explore, you can get mad) it is always clear where to go. It seems to me (and I may be wrong) that I understood the intention of the creators to make the beginning so tedious and simple. Thanks to this raw start the concept of the game comes to the fore. You study it and you know what mechanics work here. And they work simply, intuitively, flawlessly and engagingly. You visit locations close to the protagonist - symbolic and (with time) absolutely magical. Representing the stages of his life. Some are joyless, others sadly sadly. Still others totally hammering in the armchair. Crossing them is also symbolic. The effort, both intellectual and physical (passing most of the level with fingers stubbornly clenched on the LT and RT of the controller are not tricks), shows how hard this time must have been.
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