Between levels two and three we had to use the skip scene button five times. There are loads of fully-voiced cut-scenes. Indeed, the boss battles in Freedom Planet are an example of when the game shines brightest. It also means boss fights can be more varied and interesting. This means it’s much easier to maintain momentum than it is in Sonic games of yore. Freedom Planet has a bigger focus on combat, with each of the two main characters having a standard attack and a special attack. Not everything apes Sonic’s 16-bit hits, though, and some of the changes are more than welcome. There’s also a decent amount of choice when it comes to taking different routes, with most alternate paths clearly visible. The second level took us over half an hour to complete, and that’s without re-tries. Stupid, but fun and silly.įrom here, the typical run ‘n’ jump gameplay starts, although it quickly becomes clear that the game is filled to the brim with stuff to see. Not only can it ride along walls – it’s also possible to hang glide and use a zip wire while zooming along. Lilac can double jump and has a mid-air dash, while Carol rides a motorbike. But, by scribbling in the margins, he has managed to create a game that’s packed with creativity, albeit one that takes a while to find its feet.įreedom Planet starts with a choice of two characters. Designer Stephen DiDuro clearly loves Sonic. Freedom Planet started life as a Sonic fan game. Sometimes, however, creativity feeds off restriction. You can almost sense how the weight of expectation and a desire to stick to a certain formula spoils some games. Sometimes, restrictions impair creativity.
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