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  • The Abandoned Planet review

    I wouldn't say that puzzle or adventure games are really titles I seek out all that often, but I also primarily play games on mobile devices where many games of this ilk tend to release. I still keep games like these at arm's length in part because of a couple of common issues I find with them, which include mismatches between my logic and that of the developers and also sometimes a general lack of direction. At the outset of playing The Abandoned Planet, I felt blown away by the degree to which neither of these things happened in the slightest. They do end up rearing their heads later on in the experience, but their delayed onset kept me invested to see this one through to the end.

    The Room in Space

    The Abandoned Planet follows a core formula that was largely popularized by The Room series of games. You play as a character who finds themselves under mysterious circumstances, and you wander around in first-person interacting with objects, combining items, and referencing clues to solve puzzles and move forward.

    The way The Abandoned Planet sets itself apart is by changing the setting to outer space and then layering on a lot of other appealing adventure game bells and whistles–full voice acting, gorgeous pixel art, and a satisfying mystery.

    Tight Space

    InThe Abandoned Planet, you are an explorer who crash lands on an alien planet who is basically just looking for a way to leave. Along the way, you encounter a bunch of strange alien objects that take you to all sorts of locations across the planet as you search for some kind of useable vessel to return to earth.

    What really gripped me in the opening moments ofThe Abandoned Planet is just how ready it seemed to have you rip through the entire experience. Puzzle solutions were somewhat apparent and locations really restricted the amount of different things to solve at once so you never wandered around aimlessly. On top of that, one of the first things the game teaches you is how to tap on your characters portrait to highlight interactive objects to make the prospect of pixel hunting totally irrelevant.

    Uneven spacing

    This approach might not appeal to everyone, but it is what fueled my interest in completingThe Abandoned Planet. I have played far too many meandering puzzle games with annoying logic gaps that something with a serviceable story and really straightforward puzzles that kept that story moving felt highly compelling.

    That said,The Abandoned Planet strays from this design approach in the latter chapters of the game. Things become much more abstract and involve back-tracking through a ton of different areas, and–in addition to my own distaste for this change–the game's navigation system does not feel especially equipped to handle this broader scope. Luckily, The Abandoned Planet does not spend a ton of time in this more aimless mode before ending, though I will say that the game's conclusion feels like the beginning of a more intriguing story than the one told in the game itself.

    The bottom line

    All told The Abandoned Planet does a pretty good job of delaying the onset of some of the more irritating aspects of adventure games. Although they do emerge eventually, there is still enough to enjoy about what this game offers to make it worth your while.

    Source link:https://www.148apps.com/reviews/the-abandoned-planet-review/

  • Children of Morta review

    I've been playing and writing about mobile games for long enough to remember a time where there were essentially no good controllers available for the platform and few–if any–PC and console releases coming out on the App Store. All of that has changed, of course, and we're now at the point where it feels like there's a new clutch of ports coming out every week or two. There seems to be an interesting knock-on effect with all of these non-mobile games coming to the App Store: mobile ports are getting less and less mobile-friendly.Children of Morta is definitely part of this trend. Despite otherwise being a serviceable dungeon-crawler, so many aspects of this game were clearly not tuned with mobile in mind in 2019 and weren't subsequently tweaked for this 2024 re-release on the App Store.

    Crawling chronicles

    Children of Morta is a fairly run-of-the-mill roguelite dungeon-crawler at its core. You choose a level, choose a hero, and try to get as far as you can without dying. Along the way you find all kinds of collectibles and currencies, some of which empower your character for that run only and others that can unlock persistent upgrades to make future runs easier.

    Where this game chooses to forge its identity is in its lore and storytelling. Each character in Children of Morta is part of a family (The Bergsons), and this family is fighting off ancient evils that threaten the land both through adventuring to awaken gods that can help them, and also through their own camaraderie. This shows up through different vignettes between dungeon runs and also sometimes during them. Some of these narrated sequences simply act to introduce some new upgrade treadmill you've unlocked, but others just help to give dimension to the world and its characters or even offer up some bespoke setpiece. It's a nice touch that keeps its run-based nature from feeling so nakedly repetitive.

    Mobilized mess

    When I first fired up Children of Morta on my iPad, I quickly realized two things. First, there is no way the touch controls (with zero customization options, by the way) are up to the task of allowing me to overcome this game's default difficulty curve. And second: It's pretty difficult to see a lot of little things on the screen that can make or break an entire run–even on one of the larger iOS displays available!

    As a result, I spent the vast majority of my time with the game playing with a controller and training my eyes to pick up on smaller traps or attacks that come from underneath you. This mostly solved the problems, though I still found myself having some runs end abruptly for reasons that are still not apparent to me. The whole experience felt very much like just playing a console or PC game on a mobile device, which–while cool in its own ways–is a compromised experience. Simply give me a bigger screen (or even resolution options of some kind?) and Children of Morta is suddenly a much more enjoyable game.

    A battle of bugs

    Beyond the apparent lack of considerations for bringing Children of Morta to smaller screens, there are bugs in this version of the game that are pretty annoying to deal with and some other pain points that make it feel even more compromised than it already is. The main offenders here are a bug that sometimes cuts the audio of the game to the point that an entire cutscene plays with no sound and also no subtitles, for some reason. There's also an issue where the game pauses every time you unlock a Game Center achievement.

    Outside of bugs, it would be nice if Children of Morta was able to save the state of a run somehow if the app crashes or you have to spend some time away from the game doing something else with your device, but that is sadly not a feature here. Nor is the multiplayer that is present in other versions of the game, though there is a menu item indicating that it should be making its way to the game at some point.

    The bottom line

    Despite all these issues, I still enjoy playing Children of Morta. It is very far from anything I would call a great experience, but there's enough going on in its combat design and storytelling that I feel compelled by it. Just know that if you do pick it up you'll have to wade through a lot of compromises, unless… you know.. you just buy it on some other platform.

    Source link:https://www.148apps.com/reviews/children-of-morta-review/