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Hue (PS4)

Status: Finished playing
I started playing this game on Friday 27 October, 2017  //  I stopped playing this game on: Monday 6 November, 2017
Current opinion of this game
No comment, yet.

November 6, 2017 07:16:26 PM
Finished this over the weekend and it was surprisingly underwhelming - it's just more puzzles and a story ending that was...not that interesting for me to be honest. The puzzles did get slightly more complicated - taking a few more attempts to figure out or get the action/timing right, but nothing I'd describe as "mind-blowing". So, competent puzzles that don't really resonate that well with the narrative so it ends up feeling a bit empty.

It's a fine competent game, but the twist isn't interesting enough for the length duration of the game. I'm guessing the team struggled with how many/few colors to include? My gut feeling is that the game would work fine with 4 - and that after that you're not really getting that much more bang for your buck in terms of interesting puzzles.


October 31, 2017 03:57:07 PM
I played this for a few hours as a "palate cleanser" - as in, I didn't want to jump back in to Destiny after having finished the raid the night before. I was surprised by how much progress I made - I only have two more colors to unlock/get to...and I assume there's only one more "area" after that so I'm at least 2/3 of the way through.

It's a platformer with a twist - and the twist is fine (pick a color and objects of that color disappear) - but it has started to feel a little stale at this point. There's only so many different combinations you can work with before it becomes either too complicated or repetitive. I'm curious to see if they mix things up in what I have left of the game.

Yes, the game looks super crisp and pretty and clean...but the most interesting thing I've noticed so far (for me) is that there are some levels that are dedicated entirely to story exposition. You find a letter at the beginning and a voice over starts (your mom talks to you) - and you essentially listen to the letter as you play a completely challenge-free level (only traversal and jumping, no chance of death). It's a simple solution to the problem of "people won't listen to the story" - so they play the story to you in a gameplay environment that is incredibly easy such that the chances that you'll listen are higher - and you still get to do something rather than wait around hunting for a "skip" button...


 
kudos for original design to Rodrigo Barria