Gaming

FAR: Change Tides Review (Switch Web Store)

As game fans, we all deeply believe in moving from left to right. If we spend a whole day playing games and feel like we’ve done nothing, no one can deny that we at least moved from left to right. And if the game’s story is sluggish and fails to make any sense of its platform inventions, it can at least fall back on the old adage that “it’s a journey (left to right), not a destination (right).” The first Okomotive game was about driving a huge convoluted truck from left to right. The sheer momentum from left to right throughout the game was overwhelming. In the sequel, FAR: Changing Tides, they kept both left and right, but added down and upand it will drive you crazy.

FAR: Changing Tides is a low-risk 2.5D side-scrolling puzzle game. The world of FAR is devastated and destroyed. A suddenly vanished civilization leaves behind the wreckage of cozy settlements and steampunk high-tech for your lone protagonist to explore. Extreme weather is pushing you out of the house and others have ventured ahead of you with dismal results. Whereas in FAR: Lone Sails you turn a massive machine to the right for a weak nodding reason, in FAR: Changing Tides you will instead captain a watercraft with an equally obscure purpose. Whether you find this kind of storytelling deep or lazy, it’s up to you to be creative with your storytelling. However, there are enough good sets, props, and superbly fitting musical cues, so if the story isn’t exciting, it’s probably your fault.

The sound and graphics are amazing, and the majesty of nature refuses to be bleak just because the people inside it are in trouble. Plot beats are moments of discovery, not character arcs or story development. In them, your craft and its world look fantastic, the exemplary sound design makes everything tactile, and the brilliantly composed musical score strikes every time you need it. The music is ready for a big swing, which is vital because the whole game is haggling big.

FAR: Changing Tides is a bulky ship that must navigate many miles across a vast and unforgiving world. His great achievement is to make the player Feel this epic scale. Size is, of course, relative: a disgustingly large slug is smaller than an adorably small pig. (Hopefully.) Thus, to make the game world or character big, some kind of context, a point of reference, is required. A reference to “Changing Tides” is the player character, a person hustling around inside the ship to control it. You are asked to take this man outside the ship to dive into the depths and climb the towers. These sections of platformers and puzzles convincingly create a world created by people of this size and for them. Every time we returned to our ship, it seemed huge again. When you have to actually navigate inside the boat to control it, you know this thing is really the size of a building.

The brilliant advantage of this is that grind inertia doesn’t have to be the only trick to convey the sheer mass of your craft. The Drifter’s agility is stubborn enough, but it also comes to a very obedient stop, making it fun to navigate through more difficult lanes, although it could be infuriating. If all we had was carefully reduced inertia, then the boat wouldn’t feel massive enough – because of this handling concession – but when you scramble from one part of the engine room to another to slam on the brakes, the inertia is there. intricately.

All this is head and shoulders above the predecessor FAR: Lone Sails. Many of the same factors were present, but this car was basically one-dimensional, rolling from left to right. In Changing Tides, Okomotive uses water depth as your ship evolves, better matching the player character’s own range of motion. The momentum feels more gigantic, the handling is more exciting, and getting to know your car is more intimate.

And the physical feel of the game really matches the emotional feel of it. The items you put away to fill your cauldron range from clearly fuel-like canisters to personal suitcases and once-loved mementos of long-gone strangers. The semi-automatic fuel feeder will help you clearly prioritize what you are going to burn. Canisters and nondescript bundles may come first, then cherished personal items only if it’s unavoidable (or vice versa if something made you that way). It doesn’t matter in terms of gameplay. If it matters, it is only in your terms, which are the most convincing.

So what is “Changing Tides” up against? Unfortunately, these are first impressions. In the initial section, the hero is without a vehicle, it introduces the basic controls for moving on water and on platforms. The work of teaching the player to move – something that has firmly established itself in absolutely any competent platformer for at least the last decade – is lame. The first lesson on how to jump out of the water takes place on the overhanging edge of the roof, which is not so easy to spot and more striking than other similar ledges in the environment. In the long gap jumping lesson, there is a recovery ladder in case of failure, but the ladder climbing lesson comes after the jump is completed. To make matters worse, grabbing ladders, especially in water, is awkward and unintuitive. In fact, as soon as we entered the game, we settled on constantly switching from the analog stick in the water to the D-pad on dry land, the expectation of pushing straight up was so pedantic. For a game that thrives in its groundbreaking territory of macro-scale control and playability, it’s a pity that the rudiments can’t keep up. However, this flaw, if understood, is overshadowed by the achievements of the game’s core and cannot overshadow the wonders that eventually emerge.

Partly for this reason, we’d say playing Lonely Sails before Changing Tides is so highly recommended it’s almost a must. This first game is beautiful, touching, and funny, and serves as an audio tutorial that will let you step right into “Changing Tides” and fully appreciate its world and its accomplishments. However, there is no doubt that “Changing Tides” is the best game. It’s like Okomotive compiled a list of all the good things in Lone Sails, brainstormed to make each one at least twice as good, and then delivered. But it’s still better to play them both in order.

Like the previous Lone Sails, the Switch port of FAR: Changing Tides is exemplary. The graphics are crisp and the action is smooth. From time to time the game will turn your character into a speck in the vast world, so be prepared for this when playing on a portable computer – but there is a zoom button if you have lost your reading glasses.

Conclusion

FAR: Change Tides is a wonderful experience from the moment you set sail. It recreates the world and gameplay ideas of its predecessor with scale, detail and amazing moments of discovery. Okomotive started with its original neat left-to-right juggernaut mechanics and then developed it in every possible direction.




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