Unfortunately, the move to the Switch did come with some caveats, as to be expected. Composed by Austin Wintory, the music throughout the game is fantastic, and that is especially true during boss fights when the music and tone are both at their absolute best. None of these bosses are what I’d call incredibly difficult, and the consequence for failing is again rather minor, but they all manage to feel satisfying and fun nonetheless. Once you’ve angered the beast sufficiently in the chase, the fight will move to the beast’s temple, at which point a more traditional boss fight will begin. These encounters can be avoided but it is almost guaranteed you will have to put up with one at least once per plateau.Īfter all three towers are activated, you then can fight the boss, starting with a pursuit sequence that takes full advantage of The Pathless’s movement system in a manner that feels even cooler than usual. Getting sucked into these sequences when exploring makes it very easy to lose track of where you had been going, but even worse is when you’re forced into the encounter while trying to solve a puzzle, something that can absolutely destroy momentum. Moving while in the beast’s vision cone causes an instant failure, and while the consequences for failure are minimal, that just serves to make it more annoying. If you are caught by the beast, represented by a giant swirling maelstrom, you will be separated from your eagle and forced to participate in a stealth sequence where the beast wanders around looking for you and you must reunite with your bird. During this stage, the plateau’s beast will also be wandering around, and this is a place where the design feels like it falls apart a bit. Some of the later puzzles feel a bit obtuse at times, even requiring very tight timing in a few of them, but every one of them is successful at leading you to an “ah-ha!” moment that feels good once you’ve solved it. Emblems are earned by solving puzzles, whether it be a puzzle involving creative use of your arrows or instructing your eagle friend on what button to put a very heavy thing on. On each plateau there are three towers that must be activated in order to initiate a boss fight, and these towers are activated by collecting emblems from across the area. Moving around as the Hunter just feels cool in a way that not many other games have felt. All of this comes together in a very fluid and satisfying way, especially once you really get the hang of it. Also while airborne the Hunter can glide with the help of her eagle, and the eagle can also flap its wings to gain a large amount of vertical height, with the amount of flaps you can do per glide upgraded as you progress through the game. Hitting a target while sprinting will cause a short boost of speed, and hitting one while airborne will give her a bit of extra airtime. While moving around the island you’ll see an abundance of floating targets throughout the landscape shooting these targets with the Hunter’s bow and arrow will fill her energy gauge, which she needs to be able to sprint. The main focus of The Pathless is on movement, and it really shows. With the help of a new eagle companion, the Hunter must climb the plateaus of the island and free Mother Eagle’s children from the Godslayer’s curse, before ascending to the floating isle above where the Godslayer himself awaits her. Not only has the Godslayer incapacitated Mother Eagle, but he has also corrupted and transformed her four children into vicious beasts that follow his every command. Once she arrives, the Hunter finds the deity Mother Eagle having been sapped of her strength by a malicious being known as the Godslayer. It is said that the source of the curse is an island where the barriers between the world of the gods and the world of mortals is thin, but anybody who has ventured there to find the cause has never returned. In The Pathless you take control of the Hunter, whose world is being consumed by an all encroaching darkness.
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