![]() ![]() But those looking for the next artistic game of utter genius like Sword & Sworcery will need to keep waiting. Tengami mixes elements of both old school adventure games and current gen play philosophies. Tengami’s production values are through the roof, and those looking for an audio-visual feast won’t be disappointed. Mac e iPad, es una aventura de acción ideada por American McGee que reescribe la historia de El Mago de Oz en clave zombi. This lack of satisfaction leads into the ending, which doesn’t really have much payoff for the player. Tengami es una aventura con elementos de puzle. One puzzle involving ringing bells had a solution that mostly involved “ring a bunch of bells in some semblance of order until the game says the puzzle’s solved.” As well, other solutions can just feel frustratingly obscure, like the game’s actually much more clever than it thinks it is once the puzzle’s ultimately solved. The puzzles traverse a line between being clever, with some hidden secrets to try and figure out, and just being obscure. Puzzles also start to involve backtracking, which becomes a slow, un-fun slog. So much of the length of the game – which may be only a couple hours for smart and focused players – has to do with the protagonist’s lethargic speed, which seems like a nice stylistic touch early on but after a short while caused my internal monologue to scream “run like hell already!” Sadly, he did not listen. It all creates a world that’s just amazing to play with.įor the first 5 minutes, this is a 5-star game, and no matter what, it needs to be seen in motion.īut the problems with Tengami start with the realization of just how slow it is. The soundtrack is exquisite: at one point while distracting myself from a frustrating puzzle that had thrown me off, I wound up just listening to the game soundtrack inadvertently until the screen auto-locked. The controls are simple enough: tap twice to move to a place, and then just tap on any glowing object to interact with it. Scenery folds up and expands from the world, forming new places and situations for the player to explore and interact with. ![]() Most puzzles are easily solved, though a few roadblocks. The pop-up book look of Tengami is distinctive and fantastic: it forms the aesthetic of the world, along with the Japanese-inspired universe that the events take place in. Tengami is an adventure game at heart, using puzzles and environmental challenges to slow down the player instead of hordes of bad guys. But that’s where the comparisons end: Tengami lacks substance. Like that classic adventure game, this is a game with style for days. But I wanted more: more depth, more interaction, more complexity a hero's journey with more at stake than flowers.There’s one comparison I made when I immediately started up Tengami, and that was Superbrothers: Sword & Sworcery EP. I can understand it as a slow game played to relax, a complete thing to be enjoyed and absorbed the same way you might watch a film on a weekend. I can see it as a meditative experience, in which the puzzles are rewarding tests of patience and mindfulness for the player. En el iPhone o iPad, abre la app Configuración y toca tu nombre. I don't think everyone will feel this way about Tengami, at all. The minimalist environments start to feel sparse and unpopulated. But after a while, the deliberate steps start to feel slow. As the game begins, I can feel my breathing slow and my world narrow into this calm little measured space, the character's deliberate steps, the sounds and the gorgeous colours of the game helping to pull me in. It's trying for a calm, meditative state, a variation on a Saturday morning sort of "lying on the sofa with a cup of tea not doing anything very much" feeling. There's a specific mood that Tengami is trying to create in its players, I suspect, and it's not one I'm good at sustaining. When I realise I must solve a code that is going to involve a significant amount of backtracking, I decide to go do something else for a while. I find myself double tapping on the screen to walk through a (beautiful, but minimal) area for the third time and then having to stop myself from playing Threes on my phone while the walking animation plays. I find myself sighing with mild disappointment at the third instance of the same puzzle mechanic. Then, by some feat of design, it all folds. You know the kind I mean: you flip open a page and a tangled mass of papers unfolds into a house or a dragon. It suffers from some of the same constraints as a real pop-up book: the interactions are generally obvious and limited in scope. Weve just stumbled across a forthcoming iPad title that looks rather interesting. Every little kid played with pop-up books. I don't want to dislike Tengami, because it is so beautiful to look at and to listen to, because it is crafted with so much delicacy and love, and because it ought to be so restful to play. ![]()
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