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Wind and leaves' examination (PSVR

The first impressions really color your first world\-cup-ar-experience/&sa=U&ved=2ahUKEwjNxOaDz6fyAhXRCTQIHcx_C3IQtwJ6BAgIEAE&usg=AOvVaw32cI2PQ_GCYe_yliyVRlHt" title="reactions to an experience">reactions to an experience. Whether it's a movie, a book or game. Even if experience improves, win someone may be impossible. This is my experience with Wind & Leaves. Experience is improving with time but not enough to convince me.

In Wind & Leaves, you play the first person in an arid world known as steppe. The vegetation is minimal and the world is at the edge of the ruin. It is up to you and your faithful stilts to travel the world and to make his glory of yesteryear of yesteryear. The world of steppe is made in a soft pastel artistic style and recalls a lot the flagship title of Ps Journey. Although this artistic style works well in flat screen presentations, it is difficult to get a net rendering on the PSVR helmet. The final result is visuals that seem decent in your immediate area but become less and less clear as you look far.

The general blur of the game is exacerbated because you look constantly in the distance to see where you should go then. Most VR games go exactly in the opposite direction by suggesting a larger world but by blocking or minimizing remote views with nearby objects. In this game, as you explore, enlarge the forest, which means that you are often on the edge of the forest and the frieze in front of you. As a result, your distant world view is often unobstructed, so there is no way to avoid looking in the blurred distance.

This is where things collapsed for me. Never has a PSVR game presented with a mixture of an interesting and totally frustrating control scheme. This is a supported controller set only by PS Moves. I suspect that Trebuchet tried to innovate a control diagram that overcomes the lack of marks analog joystick commands. Unfortunately, the result is not optimal.

But first, the good. The initial trip is done by the unique use of stilts. Different of course and it works well. You tap the main button and swing your arms back and forth. It feels like cross-country skiing. The mechanic works well to quickly cover the distances. Other forms of travel open thanks to a faster but less satisfactory gripping mechanism.

The next welcome innovation is the use of calibration boxes to place your different equipment. These appear in the form of wired boxes in which you place a tool. Once you have placed the item in a spatial location that you find comfortable, you confirm and save this mapping. It is good because in addition the stilts there is: a pouch for storing the seeds, a planting stick to plant said seeds, a cup of tree to store the energy, and a roll of wind to advance the time. The latter is important to accelerate the growth of the seeds you plant.

Well, here is frustration. The turn mechanisms are horrible in two of the three choices and too restrictive with the third standard - the instantaneous turn option. There is no gentle rotation option that at this stage of the PSVR life cycle should be considered mandatory by all game developers. The obligation to look in the direction in which you want to go, then press a button to turn is so tedious. To be able to move forward so easily and then must grop to turn is intolerable.

The other big trip is climbing. Trees in particular. You can climb trees to pick the seeds needed to plant new trees. No. Use the time speed option to allow seeds to mature and fall on the ground. Unfortunately, you do not have this option until you are able to manipulate time. This means withstanding a climbing mechanism in the trees with a guipped collision detection with immersion rupture experience. You can present a tree trunk and branches to navigate, but what you feel is essentially climbing the flag mast. Visuals and mechanics simply do not fit. Trebuchet said he implemented this solution to simplify climbing mechanics in the trees, but for me, the final result is the rupture of immersion. The best choice ? Let this mechanic drop. Period.

The power manipulation of time in Wind & Leaves is mixed. This is one of those things that is cool the first times. Watching the world Change around you in an elapsed time assembly is really nice, but after the first times, I have tired of stretching my time device and stay there to do nothing else. After a while, you start to feel like the statue of freedom.

On the most positive side of the gameplay, the exploration elements of the world and intrigue of riddles are excellent. There are puzzles to solve to operate old machines again. There is also a global history to recover. Much of this is in the form of images seen in the style of rock painting. That said, some images are too enigmatic to transmit their message.

Wind & Leaves turned out to be a real disappointment. The exploration and history of the world are intriguing and we can not deny the beauty of the world as it accelerates its growth when time is moving rapidly. There is also very good soundtrack music. The intention of creating a Journey type experience is clear, but there are too much missing game mechanics that breaks the immersion. It's a game that some will undoubtedly love because of the world. It all depends on your level of tolerance of game mechanisms.

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