This is where the game gets great, I think: the practical thrift of it all, the simple solutions that you have to work for and then: ta-da! That little hum of smugness that you figured something out by yourself. And the game starts to twist its elements in clever, but very easy to understand ways. (Fail to reconnect with your head in ten seconds, incidentally, and you explode.)Īgain, you have total information, but new possibilities. ![]() So you can separate your body from the charge, and that opens a whole new suite of possibilities - particularly since the range in which you can chuck your head is limited and clearly marked. And your head is the part of you that carries the charge. Pretty soon, you discover that you can detach your head and chuck it. "This is where the game gets great: the practical thrift of it all, the simple solutions that you have to work for and then: ta-da!"īut brilliantly things don't stay this simple for long. It guides you, prompts you to be at your cleverest. When faced with a task, rule out all the things you can't do and whatever remains must contain the solution. You know what you can do, and you know what you can't do. You know how everything works, because the electrical rules of the game are so simple. You could call it the Sherlock Holmes principle. How to get over this block? How to get past these energy beams when you need to stand on the platforms that trigger them? How to get that promising platform from the far side of the room where you can't use it, to this side of the room where it would be really helpful?Įven here, in these first moments, a lot of what makes ElecHead so satisfying is already in play. You move between rooms, all picked out in chunky 2D pixel-art, and each room will have a clever puzzle for you to solve. Navigating a handful of puzzles based on this idea and this idea alone will keep you busy for the first few minutes of ElecHead. ![]() Good and bad news, really: possibilities. Deadly energy fields you triggered will no longer be deadly. Those moving platforms might retreat to their original positions. So those ghost blocks that popped into life will disappear. Watch on YouTube A quick look at what ElecHead's all about.Īnd it means if you jump, say, the stuff you were powering will cease to work as long as you're in the air and not in contact with the platform. ![]() As long as you're connected to the platform, it will run. In mechanical terms, it means that anything connected to that platform requiring electricity starts to work: platforms start to move, blocks that are ghosted out suddenly pop back to life, machinery starts to do its machinery thing. This means in visual terms that it lights up a certain colour, and so does everything else connected to it - nice and clear, no misreading the situation. ![]() Stand on a metal platform and the platform shares your charge. In ElecHead, you play a dinky little robot whose head carries an electrical charge.
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