It's wonderfully freeing to be able to sit back and weigh up
your decisions in a puzzle game, and it gives you ample opportunity to soak in the gorgeous artwork which feels like it's straight out of Adventure Time.
Not exact matches
From the inclusion of MyGM mode
in the NBA 2K series - where players make
decisions via branching dialog trees to
Puzzle Quest: Challenge of the Warlords» fusion of match - three
puzzling with character cultivation, RPG fundamentals are no longer restrained to the adventure
game.
There are many
decisions to make
in this
game, and it might have several paths to victory, but because these
decisions are purely about optimization — more like solving a
puzzle than playing a
game — they make for a shallow competitive
game.
There are
games that provide more interesting tactical
decisions,
games that invest more time
in the story and
games that stick around and entertain you a lot longer, but there's just nothing compared to the bliss that comes from this particular blend of battles and
puzzle - adventure mechanics.
EM: Many of the
game's most striking details embed themselves
in the environment, such as
puzzles etched
in the sides of cliffs or the plant - covered buildings falling to ruin, so do you see a need to create an aura of wonder and mystery guiding these
decisions, or is there something altogether different at work?
Creative Director Ragnar Tørnquist & Lead Writer Dag Scheve guided me through the developer walkthrough, highlighting the
puzzles, exploration, &
decision making players will have
in the
game.
Tormentum: Dark Sorrow is the
game you get when you mix the aesthetics of Dark Souls, the
puzzle - solving gameplay of Professor Layton and some basic moral -
decision - based branching paths, wrapping it
in a point - and - click adventure.