The hint system (and the full official walkthrough) are enough to make sure that you won’t be stuck at these for too long but it’s still a mistake that a lot of these minimalist type games make. However the one fault here is that new mechanics aren’t introduced in a logical fashion and, if you’re like me and know a little Japanese, you can find yourself trying to solve a puzzle in completely the wrong way. The challenge ramps up gradually as you progress through every scene and towards the end they actually start to become quite challenging. The puzzles are pretty straightforward, often only a couple slides or folds away from being completed. It’s quite intuitive and for the most part you’ll be able to quickly figure out what you need to do or, at least, stumble your way through by trying every option. It’s like a pop-up book that’s able to exist in a higher dimension, able to shift elements in and out as it pleases. As you make your way through the world you’ll encounter parts which can be folded in and out of existence, between two planes or between different states. With all that focus on the art and sound it would be somewhat forgivable if Tengami was a little light on in the mechanics department but thanks to its unique pop-up book style it’s actually quite an innovative little title. If you’re playing Tengami on a mobile device I would wholeheartedly recommend you do so with a pair of headphones as otherwise you’d really be missing out. I’m not sure if he was in charge of the foley as well since the soothing sounds of waterfalls, the ocean or just the breeze on quieter sections was just beautiful. I’m more than willing to admit that my love of the soundtrack might stem from my interest in all things Japanese but looking around at other reviews shows that I’m not the only one who thoroughly enjoyed it. The music seems to swell and abate at just the right times and the score is just incredible. Tengami is simply a joy to look at and fiddle with, evoking that same sort of feeling you got when playing around with one as a kid.Ĭoming in at a very close second is the original soundtrack done for Tengami by David Wise. All of the environments look and feel like they’re straight out of a pop up book, complete with the stretching and crumpling noises when you move various elements around. Initially it had a bit of a LittleBigPlanet feel to it, with the real world textures and 2D movement in a 3D world thing going, however it quickly moves away from that and firmly establishes its unique feel. The art style of Tengami really is its standout feature, done in pop-up book style using real paper textures that the devs scanned in. Still the environments provide enough atmosphere and presence to give you a kind of motivation to move forward, if only to see more of the paper-laden world you’ve found yourself in. As far as I can tell you’re searching for the blossoms to restore your cherry tree back to life although what your motivation for doing so isn’t exactly clear. Tengami is probably the first game in a long time where I can’t sum up the opening plot in a single paragraph as whilst there’s some skerricks of story hidden within the short poems between scenes there’s really not a lot in them. It’s an ambitious idea, one that could easily go south if implemented incorrectly, but I’m happy to report that the whole experience is quite exceptional especially when it comes to the sound design and music. You can then imagine my intrigue when I first saw Tengami, a game that seeks to emulate a pop-up book, lavishly styled to look like it was set within feudal Japan. The burgeoning genre of cinematic style games and walking simulators have their visions set towards emulating the medium of film but past that the examples are few and far between. Games aspire to be many things but rarely do they aspire to emulate another medium, especially a physical one.
0 Comments
Leave a Reply. |