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There’s branching paths off certain levels with slightly out the way alternate exits, different characters to unlock and even boss fights, which definitely threw me out when I realised what I’d stumbled into. Hell, it took me around 30 tries to do just the fourth level, which was entirely due to my own incompetence and not the game screwing me over, so it’s fair in its difficulty much like Super Meat Boy.
#The escapists 2 grappling hook full
The models themselves on a full screen display have very jagged edges, with no filtering or anti-aliasing on them, which kind of shows off that the models themselves weren’t originally intended for large screen use, and instead for the handhelds which the game was originally designed for. The models are basic, the animations work for their purpose, and the environment backgrounds are pretty low-res. The graphics of the game aren’t anything to shout about. Speaking of the Steam release, it runs just fine on pretty much any system, the controls bound perfectly to my Xbox 360 controller, although you could use a keyboard too if you are that way inclined. This version of the game also isn’t the first edition, as its been released on 3DS as well as the PS Vita prior to its Steam release. The mechanics and gameplay worked in the exact same way mind you, and have done up until this latest release. For that, we have to go back to the late days of the Super Nintendo, when this game was titled just Umihara Kawase. Now for as little history lesson, as this is not the first in this games series. This INCLUDES long boss fights, which can be a bit obnoxious. One more quick note about difficulty, one pitfall, or one hit form spikes or an enemy, and it’s back to the start. However you will need to actually be good to do some of the later stuff, which we’ll go into shortly.
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The best thing about this mechanic is that it’s very fluid, and you can invest some time into it and get your execution polished up and your timing down, so there’s a skill ceiling involved, which is a nice little addition. The only snag was that pressing up and down to draw the line in and out was backwards, so it was a little counter intuitive and took a little getting used to, but it was nothing major and didn’t detract from the overall experience. The mechanics in play here work wonderfully as you traverse this weird and wacky place you’re in. Swing from ceilings to get across gaps, pull objects towards you and shoot into the ground to rappel off ledges safely. Let’s not beat around the bush, it’s a grappling hook and it functions like one. It’s a puzzle platformer with a physics twist, in the form of the “fishing lure” you use to get around. There’s more to a game than story though, and this is where it shines. While I wasn’t really expecting a gripping story in a game of this sort, some form of narrative in the game would have been helpful at least so at least you have a vague understanding of what the hell is going on. I had to look online to see what the actual “story” was, and even then it didn’t make much sense. And nothing is ever really explained to you. There’s large fish everywhere, spikes and pitfalls and worlds that make absolutely no sense at all. But it’s got a bit more to it than that, as we will go into. For story, you’re a girl with a fishing line.
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Sayonara Umihara Kawase is at its core, a platformer where you goal is to find your way through each level and to the exit. Japanese indie games are something of a rarity on Steam, so it’s nice to finally take a look at one, however abstract it may be.
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