KAIRO
What an odd game to experience.
Maybe I just couldn't appreciate the beauty of abstract and
symbolism enough, but the game repels me with its lack of decent basic control and empty space. However, to be fair - it was not all that out of my
taste. The throne chair in the beginning was a nice touch, it somewhat hints a
backstory to the character you control.
The game’s simplicity is probably its
strongest unique selling point. The ‘puzzle’ is simple yet they were well laid
out, especially the part with the beam of light. The self-building level of
moving platforms was very nice, it invites the protagonist to an adventure that
is dynamic and otherworldly. The sound is also a nice touch. It’s chilly and
eerie ambiance is a good trigger for the imagery of the player, to what kind of
mysterious world the player is treading upon.
The simplicity, or better yet the 'abstractness' of the game uses plenty of negative space, saturated flat colour (such as red and white) to divide the player's attention towards danger, goal, and progress. You can't really get lost, despite its abstractness which is a huge point in its genre.
The simplicity, or better yet the 'abstractness' of the game uses plenty of negative space, saturated flat colour (such as red and white) to divide the player's attention towards danger, goal, and progress. You can't really get lost, despite its abstractness which is a huge point in its genre.
However, as much as an abstract game goes, the game relies
heavily on my endurance to pursue a goal I can’t clearly understand, to perform
things I don’t get the purpose. Perhaps I would understand more if I play the full
game, but the lack of firm control such as mouse sensitivity and other menial things such as the uncomfortably
low jump really puts me off.
Despite all the hate spewed within such short body of paragraph, I can comfortably say that this game would appeal to others with different taste and appreciation to people like me. Some people could easily appreciate the negative space, while some might like a world with more life.
Despite all the hate spewed within such short body of paragraph, I can comfortably say that this game would appeal to others with different taste and appreciation to people like me. Some people could easily appreciate the negative space, while some might like a world with more life.
Prince of Persia: The Sands of Time
Prince of Persia is an odd series
that I have come to experience. I started playing the game with the 2008
version simply called ‘Prince of Persia’ which back then I assumed was a reboot
or some sort. I was not that pleased with the 2008 iteration, due to it having
obvious personal experience flaws such as repetitive mission and awkward
difficulty curve. In 2010, I watched the Jake Gyllenhaal movie, Prince of
Persia: The Sands of Time and I actually enjoyed the movie. The movie had flaw
- but I enjoyed it nonetheless. It’s safe to say that I’m not that familiar or
attached with the Prince of Persia series.
So recently I’ve gone back and had my hands on the demo of the
2003 version - aka the reboot of the golden age Prince of Persia. Surprisingly,
it was an interesting experience to have. I always thought the game is always
set in the middle-eastern, so when I was introduced to the Indian architecture
I remember that Persia used to own at least half of India back then.
The demo was great with the fact
that it doesn’t waste any time with its mechanic introduction. In such a short
slice of the game, they equip the player with the dagger of time and let the
player let loose with it. I’d also like to add at how nice classic third person
camera as opposed to the really saturated over the shoulder third person camera
games.
The design of the level synergizes
quite well with the gameplay - a dungeon under the kingdom of the Maharajah.
The narrative explains the traps and all the parkouring needed, so props to the
developer of creating a believable experience to the player.
So which
came first? The gameplay or the narrative? Simple answer – everything seems to
lead me to believe that the narrative came first. The environmental design, the
stage hazard, even the water which replenish your health, they’re all game
elements which derived from the narrative. Prince of Persia, despite the huge
amount of time you will be investing on the gameplay, is very narrative driven.
Sure, it does not have the same size of content like a telltale game, but the
world and almost everything that is interact-able tells itself a story.
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