Warp Review
15.02.2012 15:00 2 views 0 comments
Tags: That, Ward, Ones, Portal, Read

Warp starts with one simple idea and everything cascades organically from there. The idea is summed up by the title: you can warp. This short-range teleport move allows you to spring Zero, an imprisoned alien, from his captivity in an underwater research base. Bypassing walls and doors, it never demands the same radical change in thinking as a Portal gun, but it tugs at the same thread. Traditional navigation must be abandoned as you learn to read the map in a different way.
Zero is a strange sort of hero, a cross between X-Men's Nightcrawler and a jelly baby, speaking only in Mogwai chirps. Don't be fooled by his adorable appearance, however. As well as warping through walls, he can jump into solid objects - including humans. Once inside, jiggling the left stick makes the object explode. Again, including humans. It makes for a tonally jarring experience; the cute, gelatinous critter who turns people into grisly splats of blood and meat.
As you explore the base, guided by another alien entity via psychic messages, you gain additional powers. The first allows you to create a phantom echo, useful for distracting guards and security turrets, but with limited range. The second allows you to swap places with any object the echo touches. The third lets you launch whatever object you've warped into as a projectile. In true Metroidvania style, the more abilities you gain, the more of the map you can access.
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