Tunic, tried - Nerd4.life

2022-06-18 23:22:15 By : Ms. Julia Wu

After a long period of silence, Tunic has returned to show itself in a new demo on the occasion of E3 2021: find out in our tried.In April we talked to you for the first time in concrete about Tunic, the adventure inspired by The Legend of Zelda remained for a long time out of the spotlight while its creator, Andrew Shouldice, worked to make it even better: the demo tested a few months ago it was in fact the same one presented at the fairs, therefore dating back to 2018.Today we return to discuss it in the face of the brand new demo available on Xbox Series X, which presents the game in its possible final form.If little seems to have changed in aesthetics, a lot has changed in substance, at least compared to the last time: the beginning of the adventure is familiar to us, and it will probably be the same in the full game, but it takes little to realize how much the map has changed, as has the position of objects and even some enemies.Some creatures we had already encountered, others were unpublished and gave us a hard time in an experience that seems cute and cuddly but takes little to become punitive.So do not be fooled by a fairytale aesthetic, or by relaxing music, because Tunic does not discount if you underestimate it and do not learn to manage it efficiently.Let's discover Tunic in the tried and tested Xbox Series X demo.Tunic has grown since the last demo and while not having changed anything in terms of mechanics, which remain effective in their simplicity, it has expanded the map, layering it, and added a couple of objects that were not present last time.The same settings are different, with the precious sword positioned in a much more critical point and the shield guarded by a particular type of enemies that can only be faced in one way, until it is possessed: there is more complexity than how much does not appear, as we have already seen a few months ago, but in this case it becomes even more evident.Our fox can use up to three objects, to be assigned to the respective buttons, one of which always ends up being assigned to the main weapon - be it a wooden stick, at the beginning, or a sword.The shield makes its own story and, once obtained, it becomes our defense where before we had to rely solely on dodging.However, you cannot parry forever, as a stamina system comes into play that is consumed both by evading assaults and by raising the shield to counter them.If brought to zero, we will be thrown away and left vulnerable for a handful of moments that could be the difference between life and death.The potions work like the flasks in Dark Souls, that is, they are fixed and are restored by interacting with the stone statue that acts as a checkpoint, heals our wounds and, as expected, makes all enemies reappear on the map.Unlike From Software's games, however, we don't have any potions at first and we will have to work our way carefully until we have at least one.It is here that Tunic, despite its fairytale aesthetic, subtly gets "bad", showing that it does not want to give discounts: it is certainly not a game to compare to the works of Miyazaki, it is at the end of an adventure inspired above all by The Legend of Zelda, however, takes some aspects of it and integrates them in our concept well - of which we have seen only a small part.The combat system is based entirely on timing and stamina management, does not include parry and invites us to study many situations before approaching them, identifying the best strategy to avoid succumbing to the number or strength of enemies.Often, in fact, some clashes take place either in restricted areas or characterized by obstacles of any kind, such as the muddy water in the basement that prevents us from rolling away and running.Miscalculating timing and distance, in such a case, could easily backfire on us and that's exactly what we like about Tunic: he doesn't face himself lightly, or he turns off his brain.On the level design we can't get too out of balance, having played too small a portion to get a precise idea, but the premises have potential: between secret passages, shortcuts (some of which ask you to find the sword first), different settings, locked doors from the related keys scattered who knows where and optional bosses, the demo proved enjoyable to play, a reflection of what might await us in full play.Of the enemies encountered, not all are inspired, some are a bit bland, but being in the initial stages of the adventure we can turn a blind eye to some rather anonymous slimes;especially when, on the other hand, we find creatures that can have a form we say evolved - larger, stronger and with different attacks than their standard counterpart.We hope that the variety offered is satisfactory, without limiting itself to reinterpretations of normal enemies: excluding the variants, we have counted six different types, which for a demo of about half an hour is promising.We are also curious about how the adventure will unfold and the potential variety of biomes, as well as other special and deadly gadgets that our fox will be able to count in her arsenal.We have already discussed the language in the last trial, but let's go back to the subject once again: Tunic uses a language of its own, incomprehensible, which we do not know if it can be learned or not.There are very few indications in English and only in the "instruction booklets" that you sometimes find along the route, useful precisely to give you information on the game world (but sometimes they also have a map!).Nonetheless, we realized how in most cases the aesthetics of objects have been made immediately recognizable: it does not apply to everything, and in some cases we will be prompted to experiment to understand what we are handling, but many times a glance was enough. to understand the function of an object.Considering that we find ourselves on an unknown island, it makes sense to be faced with indications that are meaningless to us.Whether this will also be maintained in the final version is not known, although we are rather confident about it, but it would be a shame if this were not the case because the immediacy in the design allows in most cases an understanding of the facts.If really, we would prefer a mechanics that step by step allow us to learn the rudiments of this language, so as to keep immersion constant.We just have to wait and see.Tunic is back to reassure us that we are in great shape.What we tried should be the definitive version, or almost, of the game although to date a launch window has not yet been confirmed: the feedback on the combat system is always positive, the controls are reactive and the possibility of using support objects to better cope with some situations, it is a welcome addition that was not present last time.The same level design seemed more elaborate to us, while the enemies oscillate between the anonymity of some and the personality a little more pronounced than others.The more we play it, the more we would like of this fairytale adventure only in terms of aesthetics, because when it comes to hitting hard it does it without hesitation: we hope to soon have an idea of ​​when it will be launched on the market.Dedicated brain and soul to all those who have video games in their blood, Multiplayer.it is the Italian reference point for entertainment of the present and the future.Get ready to be amazed every day with articles, news, videos, live shows and brilliant productions.© 2022 NetAddiction Srl - 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