Platform | OVERALL |
---|---|
PC | 8.10 |
Overall | 8.10 |
ECT is a peculiar game. It shuns most gaming tropes and conventions, the only concession being the odd question mark tile that will shed some light on the peculiar laws that govern it's 3D puzzles. As such I can't really explain in written text what this game is about, or what it feels like to play it. As with the question mark tile, I can only try to shed some light on what ECT is. ECT is an abstract 3D puzzler. Abstract doesn't just refer to a graphical style, or to some absurd form of humour (there isn't any). It refers to the basic laws that make up it's world. Gravity exists here, as it does in most games. But not for every item in the game world. And for those that abide to it, it's more of a relative thing then too. And wonky gravity is only one of the many elements that make up the spatial puzzles. What binds all puzzels is that they are created from cubes to form a 3D shape suspended in space for you to 'walk' over. You interact with the elements in the game world by either pushing them or walking over them. Some levels see you pushing spheres around by bumping into them, trying to manouvre them to a set 'goal'. Some levels see you trying to shove cubes off the edge of the level by pushing against the rays of light they emit from their surface. Some levels see you covering the whole surface in obstacles that sprout wherever you've passed. But of course, the sphere's gravity will change depending on how you shove them, the cubes will remain convinced that they are still clinging to the level as long as their rays of light touch it's surface, completely oblivious of the concept of gravity, and the obstacles you sprout can seriously get in your way as you ponder about how you'll cover every square in the level when you yourself will always need to occupy one of those spaces yourself. While you'll get better at reading the levels once you accustom yourself with those rules, it doesn't stop there. After a while, you'll be sprouting obstacles to serve as surfaces for the cubes to cling to as they nudge spheres around the level. It is through this stacking of systems that ECT could go on forever, every small change in level layout completely overhauling the strategies you must apply. It is also through this myriad of systems that the game is in danger of losing it's focus and becoming so complex as to be obscure. The mastery of ECT's developers shines through brightly however, as each level bends these systems in unexpected ways to offer unique challenges, few levels ever feeling repetitive to the point where you'll see their solution in an instant. Every single puzzle will test your understanding of the game's abstract world and systems. The best puzzles will leave you befuddled as the solution seems within grasp of your imagination, while you're eyes tell you that what you are trying just isn't leading anywhere. ECT is a confusing place to be. But for me, that only heightened the level of satisfaction when I solve it's many puzzles. While I understand it's systems by now, sometimes a level seemed to solve itself as I myself wasn't completely sure what solution my subconciousness seemed to have devised. On a more technical level I can say that the graphics are clean, the sound design only exists to add to the abstract and otherworldly atmosphere, and that the controls can get a bit wonky, which is to be expected when you're navigation 3D surfaces in space, without any indication of top, bottom, left or right. It seems as if the developer admits this however, alowing you to Ctrl+Z at any given time, should your on screen actions not relate to what you were trying to do. It's a hard game to recommend, but not because it's not worth investing in, but because it's hard to convey. If you liked the puzzles in Portal, enjoyed some of the more abstract puzzels in World of Goo, and get enjoyment out of trying to understand your surroundings, this might be a game for you. |
Posted by SupremeAC Sun, 13 Apr 2014 21:23:44
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