![]() The jokes become funnier, the banter becomes wittier, and every scene becomes that much more enjoyable to watch." "With talent like Elijah Wood, Jennifer Hale, Jack Black, and far too many more names to mention, every line lands the way it should. The complexity of these puzzles does ramp up slowly as you progress further in the game, but it gets cut short when you reach Broken Age's early conclusion." ![]() "While this game has you juggling two entirely separate sets of puzzles-one for Vella and one for Shay-the puzzles themselves feel basic and their solutions are straightforward. They’ve crafted two unique worlds, filling them both with just enough silliness to be fun without overwhelming the characters and their ultimately touching journeys." "Broken Age is the best venue I’ve seen for Double Fine’s twisted sensibilities in a long time. "Double Fine’s adventure is confident and charming, the studio feeling its way to a comfortable mid-point between the desires of adventure-game fans and its own motivation to move the genre forward - even if only by a small increment." "Broken Age is a great reminder of why I fell in love with adventure games in the first place, and that the genre’s strengths lie in its fertile ground for storytelling and worldbuilding rather than mechanical tweaks." Here's hoping Act 2 builds some gameplay muscle to go with the supermodel looks." "Pleasant but undemanding, gorgeous but lacking in depth - fans will be forgiven for expecting something a little more chewy, a little more experimental, from a developer who made his name by turning adventure games upside down. Broken Age may be unfinished, but it's also delightful, beautiful, utterly charming and you really should play it right this second." "The new Double Fine adventure surpasses its predecessors in its lush presentation, which creates the illusion of a world I'd be happy to move to, or at least vacation in. But exactly how much players will get out of the gameplay is somewhat divisive, as reviewers seem somewhat divided on the need for difficulty or evolution of the genre. Just how man consumers choose to take that leap remains to be seen, but the early reviews are in.Ĭalling on an an accomplished voice cast, a truly stunning and inspired art style, and no shortage of nostalgia for the golden age of point-and-click adventure games, it seems no critic can take issue with the appearance and presentation. The boost in funds will be used to complete Act 2, which will come at no extra charge for those who took the plunge for the first half. The public won't be able to enjoy the game for themselves until January 28, when (despite some alternative funding methods being considered) Broken Age: Act 1 goes on sale through Steam for $29.99. Following two young characters - Shay and Vella - as they seek to gain their own independence in drastically different situations, the game's first half has now been released to Kickstarter backers. It forces you to re-evaluate, then re-evaluate that re-evaluation.The developers at Double Fine proved that the demand for a classic adventure game was still high, bringing in over $3 million through Kickstarter to launch development on the product now known as Broken Age. Let me say this much: Broken Age is capable of eliciting emotional responses way beyond the laughter that Tim Schafer’s good-natured comedy writing is sure to produce. There are big parts of this game I’m skirting around, because I want you to enjoy the narrative payoffs as much as I did. I want to discuss the physical and metaphysical properties of Meriloft, the city in the sky. ![]() I want to list every single character you’ll meet and how much you’ll like them. The point-and-click sensibilities are time-honoured, but the execution still feels modern. Tap R1 and you’ll invite a slender inventory to the bottom of your screen, where you’ll sometimes combine items or pull them out to use on the world. Double Fine’s always known the value of minimising HUD elements to let the sense of place permeate, and here it’s almost invisible: a crosshair indicates where you’d like to move and objects you can interact with. I’d try to describe it, but the brushstrokes and colour palettes speak for themselves.
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