Not exact matches
Look at this
game as a collection of
linear puzzles as opposed to the poorly constructed and under - evolved adventure - type creature it is, and you may be able to glean a little entertainment in the wake of titles like In Memoriam.
its so
linear, its like a
game on trails with shooting, it gots no strategy, no tactics, barely all the
puzzles are gone, in Monster Hunter Tri all the
game is a
puzzle about how to hunt the monsters, and it lets you wonder things that nobody can answer yet, what is better a powerful armor?
Overall, the tight - knit nature of the
game's length never made the combat or
puzzles in - between the straightforward
linear path towards Senua's end goal feel like it overstayed its welcome.
It's incredibly short, puts up almost no challenge at all, and apart from a few
puzzles, it's basically a
linear walk to the end of the
game.
Everything great about the
game (exploration,
puzzles, various environments, swimming) have been removed and replaced by a cinematic,
linear, heavily scripted QTE fest.
And because the
game is
linear and based on
puzzles, there isn't much replay value.
- as Captain Olimar is making his way home, an asteroid onslaught forces him to land on a nearby planet - Sparklium is the fuel for Olimar's Dolphin III ship - with the ship's fuel depleted, you have to find items on this planet which can be turned into fuel - collect everything from seeds to large scale treasures - you need 30,000 Sparklium to make your way home - you are eventually required to find a lost ship part at the end of the
game - levels are more
linear and
puzzle based, and include specific goals / goodies to collect - move Captain Olimar with the Circle Pad, while all other interactions use the touchscreen - blow your whistle, throw Pikmin and also touch certain objects - worlds are called Sectors, with six areas altogether - find all the treasure and look for new passageways to complete a sector 100 % - passageways can grant you access to secret spots or additional levels highlighted with the letter X - the first world is called Brilliant Garden, which has lush forest environments - Yellow Pikmin can easily reach the upper screen, where you can sometimes collect goodies and pull down vines - there's a level where you use yellow Pikmin as a source to connect two wires - connecting the wires lets you see enemies and platforms that were hidden in the shadows - Winged Pikmin can be flung at high speeds, and they can pick up Olimar and help him descend down into new areas - in a later level, you need to use red Pikmin to stomp out fire and clear the way for you - Rock Pikmin are the strongest ones of the bunch and can break crystals - blue Pikmin can swim and fight well underwater - the maximum amount of Pikmin you can have in a stage is 20 - blow your whistle to call over the correct Pikmin for a task or
puzzle - Ravaged Rustworks offers a unique industrial environment where you climb on pipes - Loney Tower has you climbing to the top of a tower without any help of Pikmin, and instead use pipes and Olimar's jetpack - Valley of the Breeze, found in the Leafswirl Lagoon sector, relies complete on Winged Pikmin - Barriers of Flame is in the Sweltering Parchlands sector - here you «lll be forced to improvise with Yellow and Rock Pikmin to get around fire - every world ends with a boss stage - one boss fight puts you up against a Fiery Blowhog, where you use Red Pikmin to pick up / feed bombs to the boss - beating bosses gives you treasures worth 1,000 Sparklium each - supports amiibo in the Splatoon, Super Mario and Animal Crossing lines - amiibo can be scanned in to grant you access to secret spots - these are one room
puzzle challenges where you collect a statue - these bonus rooms will also get you 200 Sparklium every time - you are limited by how many amiibo you can summon to each secret spot - one of the treasures you will find is an NES cartridge for Ice Climbers, which carries the name «Revenge Fantasy».
Structurally, it's an absolutely standard adventure -
game type of format: a
linear intro, a mid-
game with several distinct
puzzles to collect items, and a
linear conclusion, which provides the rising pace.
A simple and straightforward adventure
game with a multitude of quick
puzzles and
linear main path.
Surely a
linear game with point - and - click style
puzzles can't be entertaining for very long, right?
For Chaos on Deponia Daedalic have gone with a slightly more open structure to their
game, allowing you to solve several different
puzzles in whatever order you like rather than the first
game's more
linear progression.
But by enforcing something different with every objective, a great
linear game like Dead Space 2 can feel a lot more exciting than solving a metal cube
puzzle for the 85th time.
While the
game is fairly
linear, there are still
puzzles off the beaten path for players to find, along with picture fragments that, once completed, form mementos.
But our purpose and structure of the
game did not seem valid for the console so we had to make significant changes — the initial character, the approach toward taking on new weapons and improving them — and we were in need of more
puzzles which required changing the
linear structure of the maps.
In a
linear game, if you get stuck on a
puzzle, you are usually just stuck unless you look up the answer; this is why many
linear games shy away from
puzzles with non-obvious solutions.
Although the
game is a bit more heavy on the action, a bit more
linear, and a bit sparse on the
puzzles, none of this brings down the experience at all.
Tomb Raider also feels less
linear in its structure, with its almost hub - like environments and most importantly its optional tomb
puzzles, which are debatably the best bit of the
game.
No, that doesn't require the
game to be
linear or the dungeons to be bland item
puzzle based setups either.
Adults may find it difficult to continuously return to the title as the gameplay is incredibly
linear and most
puzzles are solved within a minute or so, but younger
gamers will likely adore the
game with a main character they can relate to and a difficulty curve which allows them to take their time with levels.
Silent Hill 3 is also a little
linear, unlike previous
games where you would have short sections where you could explore town, then moving into the larger
puzzle sections of the School / Hospital / Apartment Block, everything is now connected.
While I enjoyed the
game, one thing starts to bother me greatly when it comes to your new releases - they're getting simpler and more
linear with each iteration, you're slowly veering into Dear Esther territory instead of (physics - based) interaction, inventory,
puzzles and sizeable areas where you aren't being led by the nose, but have to «figure out the way out» to progress.
There are a few optional
puzzles that will take players a few steps off the beaten path, but by and large, the
game is highly
linear: Didi tells you what she needs you to do, and you do it.