‘The Last Clockwinder’ review – Much More Than Fruit Picking Bots – The Path to Virtual Reality

last clock It is a casual puzzle game that tasks you with building animated surrogates of your own clones. While creating intricate factories inhabited only by your person is all too much fun, the game also excels at offering a world that feels lively, which isn’t an easy task when you’re (well, not exactly) in one room throughout the game. A bunch of robots picking fruits and pumping cranes. With a seemingly Studio Ghibli-inspired setting and a series of audio logs that tie it all together into an honest story, last clock Makes for a charming little adventure that might pull a heart string or two.

last clock details:

Available at: SearchAnd the SteamVR
Release date: June 2, 2022
price: To be determined in US dollars
Developer: Pontoko
publisher: Cyan Ventures
reviewed in: Quest 2

Play

Humans have become a multi-planetary species, but even with our spaceships and our fun steampunk-style gadgets, someone has to keep an eye on the ancient clock tower built into the trunk of a huge tree growing on a watery planet. The huge water pump inside is broken, and if you don’t fix it, the universe could lose an irreplaceable landmark from centuries past as the tree becomes increasingly waterlogged and the rare plant life inside can die. The tree-lined clock tower and the fate of its caretaker is a mystery worth revealing, so I won’t say anymore for spoilers.

Entering the tower from its balcony, you find a pair of gloves that allow you to record and repeat your actions so that you can complete more complex tasks. Creating a robot is very easy: pressing a button on the left controller allows you to start recording your movements for a specified period of time – the duration of one, two or four cycles – and another button allows you to delete any robot you consider uninteresting. I’ve found it’s best to simulate each action first and work through the chain of events before committing to logging and moving the bots. Having said that, you will still find yourself multiplying and killing Much from bots because you inevitably beat the timing of a crucial throw or screw up at a point.

Photo courtesy Pontoko

There is probably an effective limit to the number of robots you can produce, but that’s not really the focus. If you were like me, you’d be obsessed with recording perfect robot behavior, such as slicing fruit from its base, simultaneously delivering fruit and a knife to two different robots, and letting them execute their own chain of events. There is a lot of satisfaction when you can assemble these complex parts in a timely manner.

The goal in the end is to feed the machines with the automatically produced fruits that you find hanging on plants discovered throughout the game, each with their own unique characteristics. The bomb fruit explodes if you hold it in your hand for too long, making it a hot potato toy. A squash thing (whatever it’s called) has to be cut from its base to be freed and – you guessed it – there’s only one knife to go around with. The Luftapple floats in the air like a balloon, so you have to knock it over and point it at its bowl, or it will fly with a mind of its own. Here is a good picture of how to juice the starter fruit of the game:

I’m calling last clock “Casual” puzzles because the speed of production is up to you. The assembly line can be simple and slow, or increasingly Rube Goldberg-ian to maximize the fruit you can process. As the puzzles get more complex, you’ll definitely be tempted to keep it simple although setting up a whole series of events can help you boost production, or have you pull your hair out trying to get the perfect arc while throwing fruit. Halfway across the room. The fruit-collecting sections, which make up the bulk of the game, are punctuated by a few one-off puzzles that offer what I consider a medium difficulty level.

Optimizing your custom factory to get the fastest processing speed possible is an optional part of the game, as you can keep waiting just waiting for the tally of each fruit to rise at a slower speed provided you don’t mind hopping. . You’ll need each of those fruits in abundance to unlock areas on a globe-shaped map, which allows you to connect and connect room-sized platforms located within the tree itself.

Don’t get me wrong: it isn’t very Casual puzzle. Near the end, which took about four hours to reach, there are some really complicated puzzles to navigate. There is no doubt that reaching maximum efficiency in each room puzzle will add additional value to your gaming session, provided that you want to get into the nitty-gritty of the streamlining systems. for example. Have the robot cut out a gourd, throw a knife, and deposit the gourd from half the playing field. But again, you can always get the bare minimum.

And while you can play the game “easy,” it doesn’t treat you as if you can’t follow basic instructions. One of the things my pets bothered about is hand-guided solutions and “helpful” sounds over your shoulder, but fortunately, the game isn’t over the tutorial or when it’s not desired. Voice overs focus almost entirely on presenting the narration, letting you ask for hints when needed via a single mechanism that gives you nudge in the right direction. You can take it or leave it, I love it.

I also never felt like there was a moment of landing in me last clock. Most (but not all) rooms offer a puzzle, fruits or a different product to move around in, so the variety of tasks is very high. These tasks naturally depend on each other until you reach the most complex of machines near the end of the game requiring you to piece all your information together in a satisfying way, making you feel like you’ve learned something and used it effectively as a skill to good effect.

immersion

There is no arguing that the world last clock Small It’s a multi-purpose room in a tree that you never leave. But it’s also such a relaxed and familiar environment that I don’t think I would want it even if I could. It’s like the cool treetop hangout I’ve always wanted as a kid, but in a way more sci-fi and steamy than I could ever have imagined. I definitely left with a feeling of wanting more: a broader exterior scene, better interaction with things, and more side narrative to get lost in, like books and letters that help fill in the story, even if just to immerse yourself in the whole game’s expertly-made atmosphere.

This is a wish list, I know, but if I could really have one thing it would be better to interact with the object, or at least expect better from the interaction of the object. I see volumes before me that I want to read, chairs I want to sit on, and things I wish (pretend to) eat, and yet the only interactive elements are the fruits and the machines themselves, leaving all those painstakingly built things to put the pieces more fleeting and less solid than they should be. It’s nothing horrible when there’s a good game behind everything, although it’s just a shame I can’t live with it more From Another clock. This is how the game looks beautiful and attractive.

Photo courtesy Pontoko

Beyond the impeccable visual details, the game also includes high-quality audio representation delivered via a balcony-based communication system and tape recorders scattered throughout several rooms. These narrative parts are numerous and run at key points in the game, but are well worth your time as the mystery of who you (or were) unfolds.

Another high point is the sound design. The soundtrack of the piano in the game is warm and rich, which emphasizes the relaxed and inward feeling in all of it. To top the game, the game challenges you to play the main tune, even if it’s just to wring more fun out of the game’s looping mechanic. I can play the piano (the keys are big enough to use) and the ukulele for a good while.

In the end, it certainly seems that the developers of the game, Pontoco, have drawn strong inspiration from the likes of Studio Ghibli. This is an ambitious target to shoot for, but I think they’ve built something that calls for a lot of quiet, honest home-made charm while being distinct enough on its own that it doesn’t make the same mistake many games do when aping such a famous visual style.

comfort

This may come as a shocker in this day and age, but it is Teleport only Which also makes it one of the most comfortable VR games out there.

You spend quite a bit of time going back and forth to the same places, so it saves you a little bit of time getting from point A to point B, although this comes at the cost of immersion. You can also stick around if you like to play sitting still, although this type of game requires room-wide interactions. There is no industry move to speak frankly outside of these methods, given that you basically spend in a single room all the time.

The Last Clockwinder – June 2, 2022

Transformation
artificial transformation
smooth cornering
snap
adjustable increments
a movement
artificial movement
flexible movement
teleport
Blinders
Interchangeable movement hand
Position
standing position
sitting position
artificial bending
real corpses
Accessibility
translations
Languages Einglish
alternate sound
Languages Einglish
adjustable difficulty
condemns required
Real corpses wanted
Hearing is required
Adjustable player height