This is an urgently needed game in 2020.
I know I know. This is a bold proposition, especially for people like me-a person who naturally avoids the brilliance of platform games, Day-Glo glory, spins in the shadows of horror games, fear and confusion. This may be the exact opposite of what I claim to love, but Sackboy: The small amount of fun and unfettered cuteness of A Big Adventure is just as irresistible as charming, and frankly, this is exactly what I need now-maybe even The needs of today’s world.
However, this will not shock you. Although well written, this is the usual fare-the bad guys (Vex) are trying to occupy the world; the good guys (you, like Sackboy) are trying to stop him-but this is the same as Dawn French, Richard E. Grant and Simon Greenall ( I am Alan Partridge, with an unparalleled Michael) and quite entertaining, although you may know him better about his bloody mongoose). They all use voice to sculpt amiable characters.
However, it is one of the games where the journey itself is more fun than the destination. Yes, the ultimate goal is to jump, jump and jump, but since there is no sense of urgency to reach the destination, you are free to enjoy the journey-and what the journey is.
Every inch of “Sackboy: A Big Adventure” has been carefully and lovingly carved to look like homemade, and its visual effects are cleverly combined with impressive new and familiar tracks. From tough corduroy to the pink and aquamarine hues of the seabed, to the felt-like plants protruding from the lush, vibrant jungle, each level is full of colors and textures, and has its own unique hand-sewn, full of The touch of love. The landscape is impossible to change, because it will constantly change, reusing different colors and materials, because it constantly pays tribute to the champion’s podium and another shiny foil trophy.
It is also very good at reinventing itself, ensuring that there is not enough time to be bothered by repetitive mechanisms. There is a boomerang that can grab and hit things from a distance, plus the delightful swingamajig, so you can struggle around like Nathan Drake (although Nate doesn’t need a lining and blatantly ignores the protection of historical sites).
Certain levels move on the track, endlessly pushing you from one side of the screen to the other to keep up. Others are static and can only move forward at their own pace. Some people are satisfied with verticality and may invite you to jump up to find another secret doorway. Sometimes, the sticky substance on Sackboy’s feet will enable you to climb up the wall, leaving a sweet footprint. At other times, you may be asked to locate-eventually chase-a missing creature that roams too far from home. Because you will only use one tool (if any) at each level, there is no chance of getting too familiar with it. Soon, you will adapt to new things again.
Like many LittleBigPlanet games before, “Sackboy: A Big Adventure” is some of the platform games that are easy to learn but master the skills. Although it is not as inexplicable as the main series, it should provide enough challenges for the completer without improperly penalizing beginners-it is tricky to balance, let’s face reality. Chuck participated in the “Knitting Knight” competition, which in my opinion is very bad-and no matter how high the level of technology, this game should admirably unite the whole family throughout the holiday.
To make progress, you need to traverse the entire world map, complete each individual level, and then pick up Dreamer Orbs, which are the shiny marbles needed to unlock the Boss battle and take you to the next delicious challenge series. I never seem to need to search for missing spheres horizontally like I do now, but I suspect that it is due to Sumo’s creative design, not any of my abilities. In the best condition, boss fights can be carried out. In the worst case, they are extremely easy to be insulted. However, due to their excellent visual language and impeccable telegram, they will not delay anyone for long.
But most? In most cases, this is an extraordinary combination of music and visual effects. In most cases, killer tracks are sewn on the stage. Everyone and everything jumps to Motown Funk or Let’s Dance in time. Each new checkpoint will turn you to the next poem of the song in this way. I find myself racing through the world to find the next chorus reef or trio in paradise. Every second is fun, playing them over and over again to enjoy every bit of enjoyment. In fact, many levels have subtle reimaginings of iconic tracks-am I sure to pay tribute to Futurama somewhere? -So happy. Truth is very healthy. If you can sit in the Jungle Boogie of Beat the Heat without smiling, then your thoughts will be faster than mine.
I even tried on cute costumes. I’ve never been a dress-up person-when there is a crowd with customization options, I lift up my role as the default protagonist (it’s not just me, right?)-but, oh, me, Sackboy’s costumes are so cute , Can’t be left out. I’m full of caterpillars, punk rockers, Las Vegas singers and holiday demons from the 70s, they are so cute, I can’t believe I will tell you about them, let alone spend a few Collect collectabells-collectable bells! -Buy more things.
Note that this is not perfect. Sometimes, jumping and grabbing with R2 does not always anchor you as expected-if you leave the last save point and run out of excess life, it will be very frustrating-the transition to 3D may sometimes Misjudge your polite angle of jumping. Sackboy veterans may find themselves eager to create levels-I can only start to imagine the fun the community can bring to the program-but it is indeed a small, insignificant thing, in fact, given the magic of the game. For every flaw, ten things put a smile on my face.
No, this is not incredible. No, even if it does make reasonable use of DualSense’s tactile feedback, it does not necessarily bring many new features, and it cannot exceed its popularity with 10 hours of running time. But it doesn’t matter. Sackboy: A Big Adventure does not rely on heads, because of its gorgeous scenery, inexplicable puzzles, forgiving platforms and elaborate level design, so they don’t need their heads.
Don’t ignore this joyous color and glamour explosion-I almost did it, and I kicked myself for it.