It combatted the games simplistic gameplay style and evolved it into a challenge the player had to overcome to feel rewarded and deliver a sense of achievement for completing a game with no combat mechanics. This is not an overly negative experience with the game though. I never want to give away a spoiler, but the enjoyable experiences of the early game are washed away with the complex and daunting third act. Towards the games third act the style of gameplay changes and starts to involve a lot of back tracking. I feel the games later stages crank up the games difficulty, but never to a point where I felt like I wanted to rage quit the game. When the player finally finds that one piece of the puzzle that clicks and sets off the chain of 4 or 5 puzzles you couldn’t figure out, it will put a genuine smile on your face and leave you feeling a sense of serenity. As the game breaks down into exploration and introduction to many characters, I found the simple discovery of items and overcoming obstacles and puzzles a very enjoyable and stress-free experience. The exploration of the games 3 chapters certainly feel like three separate games, though the length of Chapter 2 is by far the largest of the 3. The setting is unapologetically beautiful, where the you can almost imagine the crisp white snow crunching underfoot as you explore the lands that have been untouched by humans for hundreds of years. The game is set around Scandinavian folklore and mythology, which as a person who love stories of myth and folklore, this has me sold. Using a point and click style of gameplay that many might remember from early classic adventures like Monkey Island or Broken Sword, though others might relate more to a Telltale Game. One night when a calamity falls into their lives, Tove venture into a sprawling world of dark fantasy and folklore to rescue her brother and confront her demons. The main character of Tove is the prime carer for her younger brother Lars, while their father has become negligent in his duties in recent years. I understand at this point you may feel I am going in for the hard sell with this game, you bet your sweet cheeks I am gushing over this game. The balancing at of the game is taking the negative experience and overcoming them, turning the obstacles into a catalyst for positive change. The story of Roki is centred around the themes of family, loss and heartbreak, which you can imagine is not the happiest of themes to work with. The mission was to put their money where the mouth was, set out and prove their reputation going forward and not just relying on their previous experience to legitimise the studio and create a whole new reputation. The studio was founded by 2 ex-PlayStation/Guerrilla Games Art Directors, which certainly lends a lot of weight to the studio’s reputation. The studio was founded in 2017 with an objective to create narrative led artistic games, which is certainly what they have achieved. Whilst there is still humor throughout, the underlying narrative has a weight and gravitas to it that we think is genuinely compelling,” writes Jones, setting expectations and his goal for Roki’s launch.Roki is a wonderfully charming title from Cambridge based developer, Polygon Treehouse. “I think the story we’re trying to tell is a tonal shift away from the traditional point-and-click genre. Point-and-click fans will likely have an interest, but also be aware of the newness on display. Needless to say we went back to the drawing board and counted our blessings that we’d had the foresight to check on translations with our Norwegian friend,” writes Jones. “We did inadvertently come up something that meant ‘crappy’ in Norwegian which was pretty funny. The flat shaded, graphical style we chose allows us to make big worlds and weird and wonderful characters much more quickly than creating fully detailed assets with normal maps, complex lighting, etc.,” writes Jones.īeing creative can cause other stumbling blocks too, like finding a name for your game. “A lot of the artistic choices were born out of creative limitations we imposed on ourselves to save time. As with a lot of art, limitations breeds creativity. Being a small team means limiting yourself. Both have extensive art backgrounds, leading to the unique style of Roki. That work primarily comes from just two people, Jones and Alex Kanaris-Sotiriou. "Where do these stairs go? They go up" Polygon Treehouse
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