![]() ![]() It also feels like wasted potential and makes some of the costumes feel cheap or a nuisance. This is an annoyance when navigating menus and there isn't a back button. Every button on the controller is the same action, so outside of controlling the camera and what direction the character walks, players just have to press any of the buttons on their controller to perform the single action they are allowed. What's more frustrating than the lack of story is the simplicity that is Balan Wonderworld's gameplay. This lack of story is not only frustrating but also removes any drive to beat the game. In Balan Wonderworld, things just happen and continue to happen with no explanation. There are two cutscenes that play before and after every boss fight that tells the story of the person involved in that level, but they would have been more effective if put at the beginning and end of each world. Outside of the beginning and end cutscenes, the main character isn't involved in Balan Wonderworld's story. The issue is that the game itself has very few story elements. ![]() Square Enix is known for its impressive cutscenes, and Balan Wonderworld's are no exception. However, the first few minutes of beautiful CGI is both captivating and confusing, and sets the stage for the reality of the Balan Wonderworld experience. Related: Loop Hero Review: Going In Circles Is Fun These hit titles from the '90s and early 2000s raised the hopes of nostalgic gamers that Balan Wonderworld would be a successor to the adventure platformers from their childhood. Naka is known for his work as the former head of the Sonic Team, and as the lead developer of Nights Into Dreams, Billy Hatcher and the Giant Egg, and Phantasy Star Online. Expectations for Balan Wonderworld were fairly high after it was revealed that Yuji Naka would be directing the project.
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