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Swords and souls neverseen review
Swords and souls neverseen review









swords and souls neverseen review swords and souls neverseen review

Tunic takes lessons from A Link to the Past - about how to build a world and layer its puzzles until they become a kind of strata of secrets and possibilities. But this isn't a clone or a copy or an idiotic riff on cherished memories. I had almost written it off as a secondary text, to be honest: that top-downish topiary world, the cinnamon roll trees of Hyrule swapped out for fat little darts, the boyish hero in green replaced with a plucky fox. And an invitation, perhaps - encouragement to allow my mind to work in the same way.Ī Link to the Past is just one of a handful of games that Tunic reminds me of. He gave me a glimpse into the minds of the designers - of the way their minds worked when they came together, certainly.

swords and souls neverseen review

But more than that, just by being there, in this secret piece of the map that I had to first imagine might exist in order to actually locate, he gave me something much more. This fellow gave me a bottle, which in a Zelda game is always a useful thing to have one more of. A pocket of cosiness in an increasingly frightening world. I found a path eventually, and under the bridge was a sleeping fellow lying by a campfire. Late on in A Link to the Past, which is still arguably the best Zelda game, and certainly the most committed in its Zeldaishness, I realised that there was a gap in the map: a bridge, which may have had something under it. Watch on YouTube Here's Ian's own review of Tunic for our video team. It will be a single detail that sticks in the mind and makes you think: Cor! Look at that. How do birds even know when a nest is complete? For a world like this, a world in a videogame, rather than up high in an old tree, completeness shows up in the details. Availability: Out on PC, Xbox (Game Pass), and Mac on 16th March.Maybe scavenged, maybe stolen, a thing reflecting a thousand other mini-things that came together to make it. And as intricate too: woven together, each piece locked in position by dozens of other pieces. Instead these worlds are a bounded place, a place as boldly self-contained - as compact and weather-tested - as a bird's nest in the high branches of an old tree. Not open worlds, not free-roaming, certainly not endless or procedural worlds. Tunic turns its many influences into something that feels both familiar and gloriously new.











Swords and souls neverseen review