Saturday, December 17, 2011

Verdict - The Binding of Isaac

In Edmund Macmillan, one of the sponsors of Super Meat Boy, a recognizable style. Every project has it at first sight for mentally and physically maimed heroes who always very bad. Also, it sounds similar to the game: this electronic music with vocal samples "Fuck!" Performed by the player. But most importantly - of these games is about the same impression. Edmund's handwriting reads correctly when you sit on the edge of his chair and, gritting his teeth, burst through insanely difficult levels. Own style of gameplay - today it boasts not one.

Rydalik


To create TheBinding of Isaac took just three months. Despite such a modest period of development, it is a very mature game. Mature to the point that it can be said to summarize the whole creation Macmillan. Launched in Gish and Super Meat Boy theme here brought to its logical conclusion.

First of all we are talking about design. The heroes of his games have always been deliberately unattractive, painful, and therefore in its own lovely. Jelly-like Gish, beaten Mitboy life - physical vulnerability became Edmund's one of the major artistic motifs. In The Binding of Isaac is subordinated to this idea of ​​all. Monsters here before miserable, that they kill no desire. Sick Men, smiling caterpillar's crumpled or mouth, spitting his own blood - they probably want to help, not hurt. Enemies like competing in the nullity and the ugly, but until the plaintive character they still far away. This, of course, Isaac is the protagonist. It seems, in his image reflected everything that was trying to tell us Edmund over the years of his life.

Isaac - a naked baby that cries all the time. And there is why - after watching the TV show religious mother decided to sacrifice him to the Lord, so that the boy had a poor hiding in a cellar inhabited by a bunch of strange creatures.

But the tears - it is not only a sign of how scared and lonely, Isaac, and this is his main weapon. That tears our hero kills his enemies and, therefore, to succeed, he must roar all the stronger. Each new weapon makes him weep more powerful stream. The better the player feels, the worse the hero. The hero-martyr, martyr-player - that you limit Edmund McMillen, so his method is his philosophy of gameplay.

The Binding of Isaac - a roguelike-fighter, designed for multiple re-transmission. Monsters, treasures, guns, various pills and collectible cards, even the device of rooms in the basement - all re-shuffled each time you start the game. But is not the case.

In TBoI a pin shooter, but it then do nothing else. Do not have time to play to begin, as you are in the midst of battle. Each of the eight levels necessarily end the battle with the boss in each dungeon is always at least one super-weapon, at each stage must have a store where you can pump. Isaac is constantly fighting, constantly getting stronger or die - all in this game either kills you or makes you stronger. The player aims to pump as a hunting dog to catch, and it was transcendent motivation is precisely the most striking feature of The Binding of Isaac.


In games on leveling characters, we are continuously lomimsya to success. Looking for more cool clothes, with maniacal dedication raise performance to be able to brag to be less successful players. In The Binding of Isaac reward is much more original, and perhaps more valuable. It is freedom from suffering

The game feels firm makmillenovsky pressure, all familiar from Super Meat Boy. When insanely difficult when twenty minutes pass in a moment can turn into a failure, when literally every enemy is a deadly danger - that such a state immersed players. In Super Meat Boy was only one way to escape - this level memorize and master all the subtleties of management. You could rely only on themselves. And here you can and cunning.

Whenever the hero will lie on the floor in the darkness of the dungeon, you will tear the thought: "Well, nothing. Here's the next time I rolled triple damage, but not too much heart, and then I'll show you all. "Each new weapon has a chance to get rid of the nightmare stress, and because he is so valuable. Every epic armor, anyone fancy a laser sight from Battlefield3 pale before "Mamin bra" because he did not just make you stronger - it will bring freedom from suffering.


An excellent metaphor for this principle is in the game. This is a machine to pass the "blood", which sometimes can stumble into the dungeon. Give half a heart - you get the money. Can drop a coin, or maybe ten. And here you are, unwittingly, merging all the blood back to the last drop - so what, and suddenly it was in a steep fall this time, a bonus! And in the game, only instead of hearts there himself Isaac. Time after time you throws him into the catacombs of hell in the hope that now all goes well, and suffering finally stop.








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