Sometimes, while exploring the very first levels of this procedural platformer, a bold attempt to sequelize one of the very few genuinely Tetris Tier games out there, you will come up across this simple stretch of corridor, and you will walk down it and regardless of how good your chances were a second ago, you will meet something that kills you pretty swiftly. There's a lot of stuff in Spelunky 2 - in many ways it's A Lot of Stuff: The Video Game - yet one of my favourite things in all of it - one of the things most likely to create the echoing trembles of the Rembrandt Run - is a simple stretch of corridor. It will take more than minutes to return from this. Because this is something you need to recover from. You sit and let the room tick and creak and settle, and you let time flow around you. You put down the pad and blink and then you find a quiet corner, hopefully under the speckled shadows of a looming monstera. The playthrough - often a long one, which in Spelunky speak means, oooh, all of six minutes - that seemed so promising and ended so suddenly, with such brisk and all-consuming calamity.
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