![]() ![]() The mini-games bundled alongside this core action are a small consolation. Many of the puzzles involve you simply hitting the right thing with your projectile or just carrying out the default action when you’re focussed on the necessary object. Knowing the solution to a puzzle, yet still having to walk back and forth at a snail’s pace, repeating the same action, can prove frustrating. Many feel just like going through the motions, and the game’s glacial pace doesn’t help matters here. Sadly, these puzzles are generally on the easier side, with little skill asked of you, the player. The game conveys all plot and instruction using simple animations. The puzzles involve basic point-n-click mechanics, the game hand-holding any inventory-management for you, with only a sprinkling of dangerous hazards. Like Machinarium, there is no dialog other than pictograms. Papetura is a plodding, ponderous type of game, with something of a Machinarium feel to it. Apart from a generic ‘interaction’ command, this completes your limited moveset. Some targets will respond by lighting up or just getting out of your way. You can lob what look like tiny bugs at various obstacles, first from a basket in your possession, then later from your companion, Tura, an eel-like feline creature. This tentacle - part of a balancing act - shows off the paper style in all its glory.Įarly on, you’ll acquire a projectile-firing ability, much in the same vein as Yoshi’s Island or Helheim Hassle. Apparently, all game assets were first created as actual physical paper constructions before being photographed and incorporated as digital assets. Light and animation are used to great effect, often as part of the puzzles. The dark brown tones certainly add a foreboding atmosphere, with details from paper cut-outs helping to ground the setting we’re a far cry from the world of Paper Mario here. Papetura’s visuals are undoubtedly captivating, with something of a sinister edge to them. ![]() By creating worlds that are gorgeous and pleasant to inhabit, these ‘artcore’ games encourage us to forgive a slower-paced or simply easier challenge. Titles like Gris, Fez, and Hoa wow us with their visuals, storylines, and exploration-heavy focus perhaps more than their core gameplay. Video games often like to stray outside the realm of pure entertainment and flirt with the distinction of ‘art form’.
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