5 personer tyckte att denna recension var hjälpsam
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0.0 timmar senaste två veckorna / 2.5 timmar totalt
Upplagd: 9 sep, 2014 @ 15:18

While Kario has some interesting puzzles, visuals, and architecture, it failed to keep me as an "explorer". After several minutes of "where do I go next" frustration while rerunning through bland empty corridors, I turned to a guide.

The pacing feels awkward/slow (even with Shift/Sprint held down), the scattered collectables are unnecessary, and puzzle satisfaction is quickly tarnished as you trudge forward (or even worse - backtrack) down long corridors to the next puzzle. Kario could still be complex and grand without the stairs, paths, and extra large rooms. The only thing which drove me to continue was my stubbornness to complete the game.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
4 kommentarer
Lengray 10 sep, 2014 @ 13:05 
All your points are valid and I can understand your frustation at seeing Kairo not meet what, in your opinion, it could have been. I agree that movement is awkward and that some design decisions are a little poor. But I accepted these imperfections and just played it for what it is.
Fortunately for me, I went past those shortcomings and since I hadn't played Antichamber (and still haven't, though it's in my library), I had nothing to compare it to. Maybe when I get around to playing Antichamber, my opinion will change a little.
Still, Kairo is one of the very few games in which I felt awed and tiny.
coolz 10 sep, 2014 @ 12:55 
(2/2) If Kario is putting exploration first, it needs to constantly engage and reward these choices. (Certain) puzzles, corridors, loadscreens, failure penalties, large room sizes, and pacing all work against this. Runes then seem to be thrown in as an after-thought. I'm not writing it off as being "not the game for me" - admiration/exploration is often the best part of gaming. Kario has the right elements but I struggled to stay engaged.
coolz 10 sep, 2014 @ 12:55 
(1/2) I appreciate the comment. I know that was the direction Perrin intended, but this forced observation and clumsy movement around extra large rooms/corridors (due to being lost, hunting for runes, or the painful backtrack-to-continue) with the current pacing had a negative impact on my experience of the game and my desire to uncover the story.

Fair or not, Kairo draws comparisons to Antichamber - they both involve physical, first-person puzzles. Antichamber succeeded, in my experience, by gearing everything towards the puzzle. Every single element serves that puzzle experience. Collectables offer guidance, emotion, encourages exploration, and then storytells. Exploration and admiration for the designer's work felt like my choice. Getting "lost" often advanced the game further and having an escape/home/overview removed most potential "dead end" feeling. I was also constantly in awe of my first-person-player expectations being challenged.
Lengray 10 sep, 2014 @ 7:12 
I absolutely love this game and turning to a guide should have been the last resort. The world of Kairo is not simply meant to be played but experienced. Backtracking, finding new doors, solving puzzles, getting lost is what this game is about. But I guess it's not for everyone.