Keeper, the "lighthouse game", surprises us with a deep offering that goes far beyond expectations.A constantly evolving platform that we analyze without spoilers below and shows us that Double Fine is mature and very aware of its quality as a studio.
Guardian - Analysis
Close Fall Fall Iki
Keeper, también conocido como 'el juego del faro', lo nuevo de Double Fine. El estudio dirigido por el gran Tim Schafer, co-creador de joyas como El día del tentáculo en su paso por Lucas Arts, regresa a sus raíces y toma lo mejor de Lee Petty como artista para crear algo realmente único y especial. Todos sabemos la premisa: ser un faro, pero la realidad va mucho más allá de cualquier cosa que puedas imaginar. Petty y compañía han creado una propuesta muy original con una jugabilidad que no deja de narrar a través de sus mecánicas, los acontecimientos y sus entornos de gran belleza. Llegados a este punto, cabe destacar que gran parte de la gracia de Keeper su capacidad de sorprender, por lo que podéis estar tranquilo: no voy a hacer absolutamente ningún spoiler sobre la historia, lo que pasa ni los cambios de nuestros protagonistas. Dicho esto... ¡Al lío!
Lighthouse on a distant land
Wali begins his story in a distant world, to be dark, where a bird, a beautiful bird, a beautiful bird, is separated from its friends by a storm.The bird, finding itself determined, seeks shelter in the tower of fire, watching for the presence of the bird - and the bird that wakes up with its wings and its light.oil energy picture and graphic experience.The defender made it clear in these first bars that we are facing something special.The way to play with the camera to share the player, it's the first steps and the slow steps and the design of the art and the music, the process that is just included.
It is taken from the beginning from a quality animated film, a story that tells us with every small step that we are in an adventure.There are no words or texts, descriptions or explanatory tutorials in the comic.However, his enthusiasm and all the characters that cover the world, Lee Jr.and his team communicate more than all the dialogue in the world.The seller tells us the central story of the length and death of his friend, but this is the main around the axis or the worst in life tells about loss, loss, reminiscence, love, love, love and rebirth that emerge from moments.
The description is given while the supervisor reads or listens to what happened to him.As in the first fantasy, the story is told through music, animation and pictures, with the player acting as a spectator and acting as an eyewitness to guide us.But this is just the beginning.Just like video games, the director always uses his system to output more detail than our ears and ears can capture.Every moment of the game gives us a different way to move, to do things, to do things that are delayed, light and experimental in the game.
Light is the beginning
With this propensity to tell stories through gameplay, Caper establishes a light game rhythm that is divided into four events that correspond to the different evolutions of our protagonist.Double Fine has a very intelligent game structure with increasingly fewer moves.The first part, with the lighthouse, is by far the longest.However, even in this segment, the mechanics evolve from chapter to chapter depending on the situation and elements, thanks to a game presentation that never feels repetitive or overwhelming.The world justifies this constant evolution through its scenarios and does not hesitate to present creatures, people, cultures or even ancient gods, whose statues we will recover if we want to unlock achievements in the game.
Sin querer entrar en las transformaciones, que merece mucho la pena descubrir por uno mismo -en este análisis sólo he incluido imágenes del faro para no desvelar nada- la evolución del personaje cobra todo el sentido al avanzar de la mano de la historia para hablarnos de esta gesta que no deja de ser un camino de superación. Junto a esta evolución de personaje el mundo también evoluciona, sus criaturas y pobladores, así como el temible mal que los amenaza. Un mal que no debemos combatir con armas ni en sufridas secuencias de combate, sino aprender a caminar a su lado con astucia, trabajo en equipo y un verdadero afán por hacer del mundo un lugar mejor.
To do this, the guardian includes a variety of puzzles and riddles based on the sole purpose of continuing.The event will be the best tool in the first steps, to be useful to all to light the way and awaken other things, to illuminate the dark areas and to harmonize with the level.When we need some physical pressure, the branch will be very grateful to control with its wings, remains and this will allow it to reach impossible places, restore mechanics, grab things and create things with its edges.None of the puzzles are explained in a traditional way, but they really did because just looking is enough to understand what we want and how to get it.As for the last, even the few actions that we can do, the saver ends up combining different things of all kinds without them feeling awkward or, even worse, still there.
The beauty of light
I confess that before I started playing I had very little faith in the caper.I have nothing but a game that calls itself "artistic" and the weird style makes my hair stand on end.Fortunately, Le Petit's work is truly artistic, without greed or arrogance.Salvador Dali is light years away from all artists.The brushstrokes and distorted nature of the environment, the personality of each element on screen pays homage to the dreams and nature that each print creates pure magic.The animation, for its part, simply brings us closer to each character who, despite their lack of human qualities, manages to convey their emotions every time.All this with great, sad, happy moments and great humor.is full
The use of color, which gives each area and moment of the game its own character and personality, goes hand in hand with the lighting to convey a different feel at each moment.When it seems all is said and done, wind and rain appear, affecting our character's control and creating the backdrop for the story's most tense moments.All of this is accompanied by a soundtrack that, while not the best in the game, has some brilliant moments that know how to keep up with the cinematics and gameplay.Finally, in the absence of voices and words, Keeper manages to give its characters maximum expressiveness in the form of sounds that convey a message at the level of the rest of the elements.
The first big autumn cover
The designer has a pleasant surprise a month and it's interesting where I return throughout the year.It is possible that if I have not analyzed it further, I will never give it, and this is the reason that I think that I think that I do not like this gem.or seven hours, which requires a proposal.At the same time, at this very moment, there is a sequence of moments that come to life and prove to be the scars and wounds of everyday life in the real world.My advice?Don't get anything for you and the game.hinted by Jack-Cohes - Raja.
Lee Petty does his best bodyguard work.It's a scene that takes us hand in hand with lights and imaginary friends through a shrinking world full of mystery and surprises.The romantic level design provides a small adventure in 39 chapters that lasts, including new mechanics, activities and strategies with each step that we take in the Odyssey.If there is no fight, no text and no dialogue, a guard can do himself with silence and his voice, better than other works full of words and violence.