![]() ![]() The game’s map is small but well laid out, with an entire town slotted into it without it feeling silly or cramped. And I don't mean only the two main characters, Atma and Raya, which are so natural in their decisions regarding some complex situations, but also the other characters, each one of them being subject of the story. A Space for the Unbound is sorted into four clear chapters, and each one sees Atma interacting with his girlfriend Raya, an NPC central to that chapter and a repeating assortment of other characters. On the other hand, what I like the most about the game is the complexity of characters and their natural behavior. The worst section of the game is the UI (user interface) which I consider it very poor designed. But the truth is the pixel-art is a graphic style especially used for projects with a low-budget. I admit that I'm not a fan of the pixelated graphic so my opinion is purely subjective. Time will tell if the final release irons out these kinks. Far be it from me to minimize the hard work of the game art director and his team but I think the pixel-art is too overrated. A Space for the Unbound Prologue has some gorgeous sprite work and an interesting story, but the choppy framerate and somewhat pandering gameplay make the final product a mixed bag. A Space for the Unbound is one of those games that seems like its been shown again and again at various indie. Well if you compare it with a similar graphic style I agree that is a very good piece of work. Well if you compare it with a similar graphic style I agree that is a very good piece of I can see everyone praises the pixel-art of the game. I can see everyone praises the pixel-art of the game. ![]()
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