Indelacio.co.uk

Rants, Raves And Reviews

Browsing Posts tagged puzzle

Lucius 3 is the final part of the movie inspired horror adventure trilogy where Lucius has to return to his home island to fulfil 7 prophecies in order to open the gateway to hell and potentially bring an end to the world. Featuring an open world layout it’s up to you to explore the world and try to piece together the clues from the scroll in order to enact specific pre-ordained acts of violence against people in order to bring forth the four horsemen of the apocalypse.

Whilst the open world nature adds more freedom to explore the world there are a few issues that result from the way things are done, as whilst some games like the old silent hill games would lock off area’s with finding specific keys prompting you to return to specific area’s this game relies upon activating specific cutscenes and triggers in order to allow access to certain area’s prompting that you’re not allowed to enter yet if you try to go to key area’s too soon. Whilst this prevents solving certain puzzles early it does create issues that mean if you hear one trigger hint and go to a certain area before hitting another specific prompt you’re going to end up stuck pretty early on and presuming you’re locked out of doing a certain action to get into the mayors house, and this lead me to go on a wild adventure lost unable to progress for a long time in my gameplay.

This isn’t the worst thing that could happen however as there are a number of side plots you can pursue along the way if you go off the rails from the main track with special events to eliminate the townspeople in a variety of ways some of which add further nods to horror movies with easter eggs. I tried to avoid this on my playthrough though as there’s a big theme throughout the game where Gabriel is constantly telling you it’s not too late to turn things around and abandon the path of evil, so I was trying to make my playthrough a chaotic good playthrough (with some accidents happening) and embrace the side of light only taking out those who really were evil and deserved it.

Spoilers, it’s hard not to go into a specific part of the game where later on events occur however I feel the spoiler is actually something that will free you up in your gameplay allowing you to go explore further and pursue the alternate elimination plots. Obviously I stated that I was trying to save as many of the townspeople as possible only pursuing those who deserved to be taken out, whilst accidentally flinging someone off a fort and perhaps ending someone’s life trying to open a portal to another dimension. The spoiler is that none of this matters, whilst I did seem to get a bug that jumped one of the prophecies straight into the church confrontation by wearing the white clothes too early (again from a clear hint in game to do so) there’s a scene where everyone in the town have decided they have to take you out in order to stop bad things happening in town.

At that point you’ve got to start literally vaporising everyone as they rush you down and whilst it’s an interesting minigame trying to catch out the people sneaking around the edges you do end up with regrets for deciding not to eliminate other people or pursue and search out those plotlines when you’ve been presented the opportunity. Taking them out would make this scene easier but that’s not the point, it’s the disappointment to miss out on all of the special scenes and sidelines that really hit you as you’re going to get a lot of enjoyment from pursuing those storylines and seeing all of the movie based easter eggs revolving around them.

I focused on following the plotline directly after the initial problems caused by getting sidetracked, though I don’t think there’s much of an issue after the first incident and even after you move on through the chapters of the game you’re going to be fine to explore the island for additional plotlines is going to add a lot more length to the game as well as enjoyment, without effecting the outcome for the end of the game and the ultimate decision over good and evil.

The game took me around 7 hours to get through however you have to account for getting lost in the first act due to events being locked off from activation and then looking over them repeatedly, but balance that with rushing through the rest of the chapters you could get more playtime exploring and looking for all of the additional actions you can do throughout the game and for the price of the game you’re getting a decent horror narrative adventure with some interesting puzzle mechanics. Whilst I feel that some of the progress related boundaries can cause some issues they’re relatively minor and I did get a funny bug where all of the towns people started sinking through the ground into hell perhaps because I took too long or maybe because of finding some drugs in a bag in the game but these are easily overlooked and not majorly gamebreaking.

If you’re looking for a new adventure game and enjoy horror movies this is a pretty good game for you as it’s crammed with references from a number of classics as well as being an enjoyable game. I would recommend giving the game a try.

Get Lucius 3 for yourself on steam now at https://store.steampowered.com/app/513290/Lucius_III

Peregrin is a narrative driven story with puzzles and synchronized turn based combat throughout. The game itself took me around 3 hours to complete, and whilst having a nice story the puzzles and combat felt a little constrained.

The game itself revolves around a post apocalyptic world where you play a girl on a quest to explore an area that takes away the memories of those who venture into it to discover and hopefully put right whatever caused the world to fail as it stands. You have taken on this quest as one of the few with the ability to take control of creatures and this is how you not only solve the puzzles of the game but also succeed in the combat scenes.

The puzzles of the game involve the possession of three native creatures, a troll who can pick up heavy objects and also heavily weigh down buttons, a bull like creature who can bash objects and bridges around, and a frog who can carry attraction points of creatures and tnt as well as trigger switches from a distance, and through a combination of possessing the various creatures and activating the totems which amplify your control ability and in essence create the area you can navigate the creatures around you have to solve the puzzles to allow you to progress to the next area’s. This is interlaced with combat scenes against native elementals, however the combat scenes are very constrained, often only allowing you to take control of one specific enemy which you then use to take down enemies creating shields and follow a very obvious combat direction which destroys any replayability to the game as well as potential to fail and experiment in combat which would also add to the game length, add to this the fact that the creatures puzzles is also very constrained with what you can do I felt a little let down where the game had so much potential and a promising premise that the actual gameplay elements were so restricted that in essence you were playing a very on rails experience.

The puzzle elements have very specific places you can move objects and they haven’t allowed for you to place things in an incorrect area or to really fail at the puzzles so for the most part these weren’t too much of a challenge to an experienced puzzler and it would have been nice to have more options on where to place objects and more ability to fail in these aspects.

The combat as stated through most of the game restricted which enemies you can select often to only one enemy that it became no question what you should do in order to progress and to fail in the combat would be more of a challenge than succeeding, unless you were planning on playing through without the obviously signposted possession mechanic as perhaps there are ways to defeat the battles without possessing any enemies but it was so signposted that this was what you must do that you couldn’t fail in most instances, and I didn’t fail in combat until chapter 5 the final chapter where the mechanic had changed slightly to possess then attack then possess and perhaps if there had been more variation and more choice in enemies the challenge might have been more enjoyable but I was left constantly feeling restricted and that it should open up at any second and allow me to fail and make my own decisions in combat but this never really opened up the gameplay as much as I expected.

All in all it was an enjoyable experience, the story did make some references at times to things abi had encountered which were never actually visible on the screen and never signposted, including where she references how she’s stopped counting the steps when it never gets mentioned that she is counting her every step, also it implies that she was given a seed that eventually becomes a branch or a tree and implies a much longer time passing than you will experience but this isn’t overtly explained in the storyline.

The ending of the game does perhaps allow for dlc to explore all of the other quests who had previously attempted this adventure and perhaps activated the four previous monoliths and satisfied the steps necessary previously for abi to succeed in her own adventure as nobody alone could atone for what had passed. However the ending also provides a secondary story for the entire game told from a more scientific point of view where you had played the faith side and followed a storyline of that nature.

All this being said I would still say the game is a fun experience and worth playing, however the £11 price tag might be a little high and for what you get it might be more reasonable to pay £8 as the replayability is definitely effected because of just how constrained the puzzles and combat is that you would only play again if you had planned to run speedruns of the game, and I note that at least one combat scene can be completely skipped and simply walked around.

The story is touching and emotional and combines science and faith as well as consequences for humanity reaching too far and being too greedy for what really I don’t understand why people desire so much, without spoilers. And the main enjoyment of the game is going to come from keeping your eyes out and discovering the storyline as it progresses and putting together the mystery of what happened, and it would be nice if some of the things stated to have been found could be seen beforehand even as a brief mention, and if you could perhaps go back at the risk of spending too much time and failing entirely in your quest because you must press onwards and complete your journey without looking back at the risk of losing all of your memories, but these don’t take away from the enjoyment too much just a few nice touches that could have been added.

Check out peregrin for yourself on steam now store.steampowered.com/app/573080/Peregrin/

Also available on green man gaming at https://www.greenmangaming.com/games/peregrin/?tap_a=1964-996bbb&tap_s=4707-cadadd