At its core Rime is a game built
around environmental puzzles, with most antagonistic forces amounting to little more than mere annoyances... Until they start greedily feeding upon your essence, that is.
Levels are based
around environmental puzzles, and the camera is positioned at a semi-isometric angle that allows you to enjoy the level's geometry and colorful design.
Not exact matches
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Puzzle of Autoimmunity: The Interplay of Gut, Genes, and Environment,» focuses on the exploding research and therapies
around the interconnected roles of intestinal permeability, genetic disruptors, and various
environmental triggers that coalesce to create autoimmune disease.
They each have a inventive gimmick due to what they are, like a mechanical lizard moving
around a volcano or an elephant constantly spouting water from its trunk, and solving the
environmental puzzles related to these mechanics is a real joy.
Like many point - and - click adventures, the game centers
around a number of elaborate set pieces wherein you must acquire items to solve
environmental puzzles and move the story forward.
Considering they revolved
around powering machinery or fixing parts damaged by rebels, they all felt natural instead of being there for the sake of it; they didn't feel like
puzzles in a video game, but instead
environmental challenges as a result of events in the world.
They each have a inventive gimmick due to what they are, like a mechanical lizard moving
around a volcano or an elephant constantly spouting water from its trunk, and solving the
environmental puzzles related to these mechanics is a real joy.
Q.U.B.E 2 retains the shifting,
environmental puzzles of the original but wraps the action
around Amelia's own intimate story and her quest for survival.
On the flip side, the digging segments feel more tedious this time
around, especially when compared to the excellently designed challenge caverns and
environmental puzzles.
There are 120 of them in total, and even though Link's arsenal of skills is shorthanded when compared to those of other Zelda games (he can only use bombs, employ magnetic powers to move metallic objects
around, create ice pillars from water, and lock objects in place for a short while before they regain their movement), Nintendo was able to build plenty of clever and entertaining shrines, some of which whose challenge is not in their clearing, but in finding them or making them emerge through the solving of highly engaging
environmental puzzles in the overworld itself.
It's a first - person adventure, but rather than ride on the rail of a fixed path, you're given free rein to wander
around, fire your jetpack to boost about, and use a mystical artifact to solve
environmental puzzles.
The shrines work on multiple levels, creating a web of fast travel points that sprawl across the world on the one hand, but also encouraging the player to play
around with physics, observe the environment — some shrines are solved by uncovering them with
environmental puzzles in the world — or kill enemies in particularly special ways.
He can also find, hidden or in plain sight, shrines which expand his life pool for each four completed; he can attack, or be attacked by, boss - level monsters wandering
around the world, and solve
environmental puzzles to collect Korok seeds that will expand his inventory.
Some missions — like the one set in the clockwork mansion — are cleverly designed
around mechanical switches and
environmental puzzles, and the game world's verticality and hidden pathways offer multiple approaches.
Varied gameplay means you won't just come in guns blazing but rather explore your environment by walking and taking in the atmosphere, solving
environmental puzzles that rely on your time powers and engaging in a lot of interaction with characters that flesh out the world
around you.
There are a handful of simple
environmental puzzles to be solved, but much of the play time is spent sneaking
around groups of enemies, either to dispatch them quietly, one at a time, or to circumvent them completely.