Brothers: A Tale Of Two Sons is a play beggar. Since its opening until the final minutes, the game asks the player. Besides the obvious temporal availability, we are asked an emotional involvement that seems to be increasingly an absence in contemporary videogames. Admittedly, his production is not beardless, because Starbreeze Studios have in their curriculum games like The Darkness and The Chronicles of Riddick. What I have not told you is that A Tale Of Two Sons, despite asking a lot, offers even more. A Tale Of Two Sons does not take long to take the form of a digital journey that makes us reflect on the journey over analog - the trip we make to our own conscience. Your father is dying and you have to break new ground in search of a cure. It is not known what is the disease that put your father on the verge of parting cruelest of all and this could not be less irrelevant. The charm, which here works like a harpoon fucked in your Runescape Gold interest, what is not known, ie, the game does not lose too much time with an introduction that lets the player aware of what will happen in the coming hours, let the players go discovering the game, discovering the characters and if you let, let you go up discovering yourselves in the three hours it takes to its conclusion. In fact, if they want irrefutable proof that the game wants the player to discover for yourself what your purpose in adventure, A Tale Of Two Sons does not use a language to convey their intentions. Or rather, uses a language invented that, in addition to producers, escapes the understanding of the remaining inhabitants of planet Earth. Instead, the two brothers communicate with each other using gestures interspersed with dialogues fleeting. One would think that those who experienced the game was completely out of what is happening on screen, however, just the opposite happens: the message is clear as the crystallinity of the water at the source. You do not control the younger brother or younger brother - control both simultaneously, it takes your brain to do endless exercise to receive your affection double dose, dose equal. In practice, this splits the screen into two Xbox 360: the analog trigger and the left control the thoughts of his older brother and its equivalent on the right takes the actions of the younger brother. Control both brothers simultaneously caused me an interesting side effect: my brain has assimilated it was responsible for two, which meant that the interaction between the brothers was assumed as a result of what I was doing, ie, echoed the a much more personal. To realize better what I say in this paragraph, please visualize in your mind the physical division of a command in which each party controls one character. How easily can corroborate, we used to use all our discernment - and all parts of a clickable command - to control only one character. Obviously, divide attention and cognitive ability for two different characters at the same time is confusing at first. With the passage of time begin to get used to the concept of synapses and this fight is smoothed. In my case, instead of thinking of the characters as the younger brother and older brother used a mnemonic for colors, ie, the right was reserved to the brother with blonde hair (the youngest) and left to his brother brown hair (the eldest), which resulted quite well. However, the production seems to have thought in detail that the human brain has difficulty assimilating: situations in which the character controlled by the right side of the command is in the left part of the screen. Whenever this happened, the controls become frustrated. Several times I had to stop the advance in the scenario or operation thereof to realign the characters so that it all came back to make sense. However, when the brothers are aligned with your reasoning, the game lets you interact with almost all passers scenario, printing in my mind that A Tale Of Two Sons is to be consumed with time. In addition to providing interesting moments, these interactions help to distinguish the personalities of the two brothers. The older brother shows his age trying to be a reasonable approach to situations, while the younger does not lose the opportunity to demonstrate their immaturity. Whether throwing a bucket of water to move in the scene or else juggling with a broom, while the older brother helps character sweeping the floor. The sum result of these details that the player form your opinion on each of the protagonists, and whether it is qua, serve to distinguish them. As a concluding note about these moments, it is worth mentioning that some of them are deeper than usual. One of the most striking cases is related to my ability to act to save someone's life. How many games in the genre, to progress in the adventure need to solve some puzzles that obviously revolve around having a pair of protagonists. During my stay I never got stuck in any of them, partly because they were dynamically implemented in gameplay, partly because, truth be told, there are very complex. I seriously doubt that someone needs too long to continue his progression. Anyway, was curious to note that, roughly from the second half of the game automatically started thinking in solving puzzles as something done to two, which made me realize that the game had left his footprint in my line of thought . The production of A Tale Of Two Sons seems to have given priority to the technical fields. The soundtrack is enthralling. The big events are always manned by something that gives atmosphere, in this case themes that are as subtle as important. Graphically, almost all scenarios were designed and implemented in detail, however, there are some Old School Runescape Gold passages in which the generic player will swear you've seen something very similar in other games. Another less successful is the modeling of characters that can not be at the level of the scenarios. Many will argue that A Tale Of Two Sons should have been thought of as a cooperative multiplayer game in which each player controlled a character. Could not disagree more. It is true that the controls are less successful moments, but I think we have a intimate experience that can only be because all emotions have only one player as a target. I fear that if the game was shared with another person, had just diluted by the "syndrome of the horror film" - anyone is able to see a horror movie in the company of a friend. Probably end up mocking the script, laughing scares, finally, play with the cinematography. If alone would see the same movie, the case of figure seriously changed.
Related Articles -
Video Games, A tale of Two Sons,
|