Tuesday, 11 October 2011

Review: Rochard

Crate expectations.

We tend to talk about physics in gaming as a reasonably recent innovation, something that came about as first-person shooters gave us ever more elaborate ways to knock lamps off abandoned desks on the way to our next frenetic firefight. In reality, game physics has been around for decades. Almost since the beginning, in fact.

It is, after all, the driving force of the entire platforming genre. Ever since Mario tweaked Newton's laws in his favour to change direction in mid-air, the tactile feedback between thumb and avatar has told us not only how far we need to jump, but how far we can jump.

There's a lot of jumping in Rochard, a physics-based puzzle/platform/shooter hybrid from Finnish indie studio Recoil Games. It's really good jumping as well. The sort of immediately satisfying leap that feels tangible and assured. One of the first abilities you acquire is the option to lower the gravity, enabling epic weightless lunges across the screen, the sort of small-scale action movie heroics that would leave slo-mo evangelist Zac Snyder in a post-orgasmic state of bliss.

Read more...

Source: http://www.eurogamer.net/articles/2011-10-04-rochard-review

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