Kickstart (er) my heart

Unbound: Worlds Apart is a project on Kickstarter (currently at 50% of the total funds to see the complete product made) by Alien Pixel Studios guys, Romanian Software House already author of the first game based on a meme generator, or Polandball: Can into Space. Unbound: Worlds Apart is a clever mix between the modern re-editions of the golden era shady platform that was, (Rayman Legends, Ori and the blind forest, Guacamelee and company singer) and puzzle-games, but tending more to the second genre that not real and pure historical platforms, real videoludic spells of us born at the turn of the sixties. Being a project in progress at the moment, net of the attainment of the necessary funds to realize it, there is not yet an exit date of the finished product.

Unbound: Worlds Apart is a kickstarter project (currently at 50% of the total funds to see the complete product made) by Alien Pixel Studios guys
Unbound: Worlds Apart is a kickstarter project by the guys at Alien Pixel Studios

Once upon a time (in a puzzle-platform)

La history tells about Soli, a character that recalls Marvin the Martian of the Looney Tunes, dressed in a habit that gives him a certain aura of magic, immersed in a mystical world. the protagonist is summoned for a re-enactment ceremony of a deity that corresponds to the name of Elzarot, and because of this he finds himself at the slavish search for: objects, manufactured goods, bright bulbs, artifacts and anything else. At some point, an unspecified evil entity destroys everything around it, and in this devastation scenario, a wanderer of the place that stockpiles objects, a sort of walking hack, sheds light on Soli about the existence of certain portals that create space-time holes, exploited in the puzzle-game elements of the title. Move monoliths, make pieces of rock appear (thanks to certain temporary gates that can be activated by pressing button A of the Microsoft controller) to try to reach certain areas, return the soil to where a stream of water appeared and after the destruction talking, thus creating a sort of multiverse dating back to before the apocalypse on the spot. The deciphering of the monoliths is useful in order to try to explain the origin of the evil that destroyed everything, together with the search for pieces of crystals that give hidden energy and fragments of the same key.

Unbound: Worlds Apart and its magical portals
Unbound: Worlds Apart and its magical portals

Appealing and intriguing gameplay but rather neutral

From the point of view of the Unbound gameplay: Worlds Apart turns out to be pretty fulfilling. NDespite le mechanical predominantly from puzzle game, is no there being no way of to be able to engage in clashes against opponents as platformers it commands from Super Mario onwards, it is not at all easy to activate space-time holes in the right position. Speech valid also for what concerns the move the right monoliths to try to advance in the game world. You can also go back to continue your adventure or even engage parts of levels in space-time holes, which are literally upside down or immersed in the depths of the underground. In the space-time “upside down”, it is quite difficult to get the timing right to overcome level blocks without encountering deadly spikes or enemies similar to a Corneilà caricature of the notorious micro-organisms of exploring the human body. All in a very exciting magical world.

We would have expected more interactivity with the enemies to make it more dynamic, compelling and fierce: it would have been the real icing on the cake for a game that (kickstarter project permitting), bodes well above all in uniting involvement and difficulty, once learned the game mechanics in place.

Unbound: Worlds Apart the portals will allow you to pass level parts
Unbound: Worlds Apart the portals will allow you to pass level parts

Now come with me to a fantastic world, but a little facsimile

The creative touch of the world around us as graphically satisfying (U his will be done), he knows of something already seen. Recalls the scenario of the first levels of Rayman Legends on one side ed Ori and the Blind Forest on the other hand, exceptional due to the presence of monoliths with lots of magical hieroglyphs inscribed above, which give that extra touch of originality to the stage itself. But let's face it: the objects in the background or in the distance, by design, texture and shadow effect, refer a lot to the Ubisoft game mentioned above. The graphic characterization of the characters knows his stuff in terms of creative touch and rather cartoony details, all immersed in a setting rich in graphic effects which are quite enjoyable, such as the particles in our progress, or the effect of the wind blowing on the grass. Speaking of the Unbound technical sector: Worlds Apart: i light games di excellent workmanship and a forest very feature for details and color palette that makes it all pretty much alive and cartoony, are the real strengths of the game, along with the sprites of some elements. From a sound point of view the music is enjoyable and catchy, even if charged with rare nostalgia, and the sound effects (in particular the one concerning the activation of the portal that will allow us to overcome parts of level on parts of level) very well done. There are no spoken dialogues and the audio content in its entirety is few but well done.

The village demands answers: "So Soli che fa"? 111 ??
The village demands answers: "So Soli che fa"? 111 ??

Just watch kickstarter and see who is you and me

Given that I am not here to object to the usefulness or otherwise of advocated projects, portfolios in hand, this title deserves to be played and fortified economically, as intriguing and amusing, albeit limited in mechanics. The only major flaw in this regard, the failure to implement a combat system even basic, jumping on the enemy of duty as a mustachioed Italian-American plumber teaches, which could make it all the more compelling and fun. If you like puzzle games proper, this title is for you, but not being able to face the enemy except with the help of portals, which unlock physical parts of the level to get around the same, leaves a bitter taste in the mouth. To be able to hit the enemy or even to be able to unlock parts of the level to beat the bad guy (for example by dropping monoliths or crushing him between two walls in the multiverse) could have given that something more to this title given its purely puzzle-platform nature convincing. The narrative plot is rather vague, obviously reflecting the search for the origin of the evil entity that has swept its world. The realization, net of some, but sparse graphic bugs, is all in all well done, especially from a creative point of view, even if some original element on the subject would have been appreciated. Despite this, in the final analysis one can do nothing but hope that other such titles will be fed, especially if they come from young software houses. Unbound: Worlds Apart is a game: sweetie, intriguing ed compelling...But not too much.

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