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Preview: Tunic demo impressions

31st August 2020 By Qazimod Leave a Comment

Even if you’d taken an interest in Tunic before, you would be forgiven if the game had slipped from your radar. I think I first saw the game during E3 2018 when it was part of Microsoft’s conference, and even then it didn’t reveal a whole lot. We saw the player character wake up on an island, grab their sword and shield and embark on some achingly cute exploration and adventure – opening chests, unlocking paths and battling foes in a stylised but welcoming 3D environment shot from an isometric perspective (but with sweeping camera motions heralding significant events.) In a conference boasting trailers of gritty and mature games such as Metro Exodus and The Division 2, the Tunic trailer definitely caught my attention, and so the recent Tunic demo has been a welcome surprise after so much radio silence.

Exploring the Tunic demo

Tunic demo

The Tunic demo quickly establishes its agenda – with messages written in a unique language and no establishing cutscenes or narrative, it wants players to explore and discover. The controls are simple enough, offering movement, an evasive dodge-roll (that uses up stamina which can replenish if you stay still) and contextual interactions with certain objects in the world. You can also equip weapons, shields, and consumable items, and use these by pressing the associated buttons. Beyond that, everything else exists for you to discover. There are bushes blocking pathways which can be cut down, locked doors that require you to go and find the mechanism to open them, combat arenas that you need to survive before you can think about moving forward., and more besides.

Risky combat

A lot of the challenges I saw were neatly self-contained (or maybe the explorable area in the Tunic demo was deliberately small), and I didn’t feel like there was a lot of back-tracking. However, the demo wasn’t afraid to show its less forgiving side; despite the health drops and checkpoints, a regular enemy can still do damage if you’re careless, and your character can’t withstand many hits before they fall. Often you will want to catch the attention of a single enemy and retreat so that you can see their attack strings (and find out when they might be vulnerable), but you can also find yourself amongst a group of foes as you’re pressured into prioritising threats and keeping yourself safe.

The Tunic demo is demanding but intriguing

Tunic demo

The dance of blocking and countering continues through later combat areas and culminates in an intense boss encounter, and whether you succeed or fail, the logo will flash onscreen and the demo will end (which may be irritating for some players if they simply wish to learn the boss without replaying the whole demo.) After being dropped back to the title screen, I had mixed feelings – I enjoyed the challenge (and couldn’t get enough of the aesthetic) but maybe a full game of such demanding encounters could be wearing for some players who just want to roam around and explore. We won’t know until we see more of the encounters and exploration, but it seems like it’ll be a while before the full game emerges anyway, so it’s an experience that can be filed away for now. As always, if you’ve been able to try the Tunic demo, let us know what you think.

Filed Under: Games Tagged With: Andrew Shouldice, Demo, games, preview, Tunic

Decksplash Preview (PC)

1st February 2017 By deKay 1 Comment

The latest game from concept-over-control specialists Bossa Studios (see Surgeon Simulator and I Am Bread) looks like it was created based on the outcome of a random game design generator. Two games were picked from a hat: Tony Hawk’s Pro Skater and Splatoon, and Decksplash was the result. I suspect there were hooting high-fives all round when they came up with the name, too.

This week, I was able to get in on a multiplayer beta test. Unfortunately, the lobbies took ages to fill so much of the time was spent noncompetitively pootling around the test arena with my riderless skateboard, but it was enough to get a taste of how the game plays.

As you’d expect, points are scored by pulling tricks on objects. It’s a slimmed down Tony Hawk’s game in this respect, with flips, spins and grinds providing the bulk of the action. There’s no manualing, lip tricks, reverts or grabs, but then there’s no skater either. Chaining tricks adds to the multiplier and landing cashes it in – how well you land determining how much of your score you get to “bank”. This is pretty much all that happens in the lobby while you wait for the game to fill up and start, or wait a seemingly inconsistent length of time before it allows you to take part with fewer than the maximum six players.

decksplash

Grinding is easy, and doesn’t require you to balance like you do in THPS.

The main game, however, is where Splatoon comes in. In that game, two teams of four have to cover as much of the arena as possible in their own side’s paint. This transposes to Decksplash’s 3-on-3 mode in the form of bigger tricks landed equals more paint sploshed. It’s a little bit Grafitti mode from Tony Hawk’s, and works pretty well.

Unlike in Splatoon though, there’s no discernible effect on your team caused by the opposing team’s paint (other than area lost). In Nintendo’s title, it damages you, but here you appear to be able to scoot on through it without repercussions. Due to the speed and franticness of your board control, painting is far more erratic in Decksplash than in Splatoon too, and there are no (in the arena provided in the beta at least) advantageous areas of the level to command or defend.

decksplash

The boards are varied, but at this early stage there’s just one arena and only yellow and blue as opposing colours.

There isn’t, at this early stage at least, very much strategy. Your board seems unable to directly interact with other players’ boards, and splash sizes are vague at best. There’s a special move button which, once a bar has been built up, allows a bigger splash and possibly other effects that aren’t obvious. I also had a few clipping issues where I got stuck in trees. It feels unfinished.

Which is fair, I think. It is unfinished. There’s the twinkle of a gem here. The fun is in place, the basics are present and the endpoint is clear. Hopefully they can polish it some more before final release, tweaking the arena to put in some more skating lines and add some strategy to the proceedings. They also need to work on the lobby wait times, and maybe reconsider the controls (at the moment you have to use RT and RB on a 360 pad together, which isn’t ideal). With a bit more work, this could end up as something great.

Filed Under: Games Tagged With: pc, preview, steam

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