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Knytt Underground (VITA)

Status: Stopped playing - Got Bored
I started playing this game on Wednesday 3 July, 2013  //  I stopped playing this game on: Tuesday 19 November, 2013
Current opinion of this game
No comment, yet.

November 19, 2013 07:37:09 PM
While this might have been an indie darling - it's effect has completely been lost on me. Yes, the "exploration" seems interesting, but overall I'm not really sure what's so special about the game. It's quite hard and demanding but I'm not entirely sure the effort is worth it.

Oh well, time for something else....


July 8, 2013 11:17:28 PM
I guess it'll come off pretty whiny if I'm rather frustrated with this game because even after completing the first two episodes I have not unlocked any trophies. But it's true.

Actually, there are a few more things that I haven't really enjoyed so far. Perhaps I'm being too critical because I have a vague positive recollection of this game (as in, was an indie darling at some point?). Maybe this is affecting my experience?

The game looks interesting in that it has a strange blend of pixel art blockiness overlaid with organic looking backgrounds and elements (that remind me of Patapon, for some reason) with some "smoky/hazy" (shaders?) filters (at times these remind me of Limbo). So, it looks a bit disjointed and strange, but not entirely "wrong". It's more unsettling than anything. I can't really say if there was a strong singlar art-direction vision or if its a blend of different things. I'll chalk that up to my own ignorance more than anything.

It's very dark though. I know that this is quite intentional in some areas, but in others it's just a real pain: especially since I'm playing this almost entirely on the train under varying (and shifting) light conditions. There are times then I simply need to stop and wait because squinting isn't enough and I can't tell where I'm supposed to go, where I can go, and so on. It's more frustrating than exploratory since I feel like I'm stumbling around in the dark when I shouldn't be.

Sigh.

It doesn't help that the controls feel twitchy and overly responsive. The game demands a lot of precision at times which is really difficult to achieve when a simple flick sends me jumping. I think this twitchiness comes to the fore because of some interesting automatic behaviors - a lot of times jumping happens automatically. Sometimes it works nicely, but at other times I feel like it really gets in the way.

We'll see how much patience I have with the rest of the game - I've only got one chapter left, but I would imagine that it's quite long.


 
kudos for original design to Rodrigo Barria