To find his sister, Zeno is therefore forced to recover fragments of crystals. If the story serves as a pretext, it has the merit of not imposing itself in the progression and even uses the end of the title. The fragments of the time are distributed during 60 tables that are so many address and logic puzzles to be solved. The specificity here is that it is possible to go back in time. If on the paper we quickly make a parallel with the excellent braid that allowed us to rewind the world, the idea of temporal control is this time treated in the opposite – it is not the world that advances or backs up, but It is the player who creates two timelines of his character who unfold in parallel.
In practice, at first one constructs and recorded a course, that of our ghost that takes place all alone while the player realizes live another complementary path. We can – and we must – so synchronize the actions our avatar and its twin so that they can together carry out these tasks they could not do alone.
Let’s illustrate with an example a little advanced: the crystal is behind a door that is after a bridge – the player must cross the bridge then open the door to reach the precious. Only problem, both are controlled by the same switch, so if I open the door, I deck out the bridge. You have to record a course in which the ghost presses the button and play in parallel to cross the bridge before it collapses. As much to tell you that there has been some point, you have to seriously trit the meninges because the solutions are far from obvious.
I mentioned a slightly advanced example because the game is very didactic in the first tables that are simpler than the example above, but make it possible to apprehend the basic possibilities. However, we are quite quickly released in nature which is a little disinariant, but probably wanted. The first two thirds of the game are devoured quite spontaneously, we generally understand what you need to do and we fall once or twice in the trap traps saying “Ah it’s malignant!”. The Level Design is well arranged and if the mechanics of levels are not very numerous they are renewing and complementing well to avoid any weariness without falling into the Gimmick.
It is however in the last third that the game becomes much more difficult. Developer admission, Time Master seeks to make us solve paradoxes and beyond the synchronization of our two characters, we must especially ask questions like “How to send the ghost to a place that It can not reach “or” when crossing a collapsed bridge “. We play with the “how” as well as the “when” and we are reconsidered some obvious impossibilities as total evidences that leave us mouth at the ingenuity of the level.
Some resolutions may require intense reflection or sorrow efforts and need to be creative by finding mechanics that have never been told before. Faced with a blockage that I could not understand, I spoiled a painting – which I then immediately regretted – even if the solution was a little trepit. If I have a tip to give, it’s not to be observed, but rather to take a break and come back a few hours later, calmly reading his possibilities, his tools, his goals to find the right angle approach.
The experience will be much more satisfying this way, especially since the game is also very generous: we can zap several paintings and continue to make others, and then come back later and we can end the main story without ending all the paintings. All mechanics around the gameplay are made to try ever or penalizing or frustrating: one can start over a level and keep the route already recorded with the ghost or not. The latter can also be paused to give the time to explore or simply for not having to count the time between several actions. Note by the passage that the music are very calm, very soothing without registering in our brain, which proves that they are well adapted for the game. Visuals are also simple, but cute and functional – we will reproach all the The more a little bank ergonomics when selecting levels.
reassembled like a cuckoo
It was after about 5 hours of play and the confrontation against an end boss who asks to put everything we learned during the progression that the story finally affects the goal: make us want to redo the game In “Time Attack” mode. Indeed, at the end of each table, a score is assigned to us according to the time spent to solve the puzzle. Well, figure out that to see the real end, you have to have the best time on each level and in the back-up mode the game takes a new difficulty turn and seriously renews its challenge. The solutions you had painfully found must now be optimized and executed with Maestria, or even be completely redesigned. It is a brilliant hard mode that would be wrong to deprive yourself if the rush passages will be alas the opportunity to note that the controls would have won to be more precise.
The main reproach – far from being redrichs – to do at Time Master is that it is missing an accessible observation mode before moving our character – or once he has deceased. We are facing puzzles and there are two components at their resolution: observation and experimentation. However, some levels are too big to hold on the screen and therefore be observed. There is a Fashion Dezoom, but it hurts in detail and it would have been wise to be able to use the right stick to explore the level without having to move the character – moving that can be tedious if necessary. ‘First save a ghost to unlock one or more access.
In the same vein, the possibility of switching the camera from 3/4 to a top view to analyze the areas is absent subscribers. This card mode would have made it possible to make some fatal sliding passages much more readable without making them less complex and thus allowed us to reflect on a solution rather than having to patently memorize path attempts until you find the right way – before forgetting it in the second. Come on, a paper, a pencil and it’s settled and even nice to do!
Time Master is an excellent 3D puzzle game, which puts on the paradoxes to solve by moving our character in parallel on two different timelines. If abruptly abrupt, it may seem as simplistic as complex, the title is very progressive in its climb in difficulty, which will allow all the players to appropriate it… before tearing their hair on Levels more and more Machiavelliques until getting up from his chair clamoring a triumphal _eureka! _
The Level Design, in the heart of the experiment is very well thought out, the mechanics are renewed and complement to avoid lassitude without falling into the gimmick or the profusion and the player can afford to leave aside the levels which he Resist too much. The rest of the game is generally well thought out, the atmosphere is fortunately calm as well as very soothing and it is therefore a pleasure to accompany Zeno, Lemagian of time, through the 5h of this adventure – which then takes another dimension if You are attacking the watch against the watch.
_Test directed by Ulaanbator on PC from a version provided by the publisher.