Munin is as harsh and beautiful as the mythical Nordic landscapes that serve as its setting.
This abstract world is full of references to Norse gods and monsters.
From underworlds filled with pale green ghouls and dark corners to
volcanic caves, breathtaking fjords and Valhalla-like mountain
landscapes — everything about Munin's look screams rustic, unforgiving beauty.
That theme translates into the deceptively simple puzzle-platformer's gameplay. Munin is hard in the best way. It's difficult to parse at first, but it rewards experimentation and out-of-the-box thinking. It's cleverly designed so that the solutions always feel as if they are in your grasp, even when they are dozens of steps away.
Munin opens with a cryptic passage about Odin's raven (the eponymous protagonist) being turned into a human by Loki. In order to return to her natural form, Munin needs to explore several worlds, collecting lost feathers. Each world is made up of devious, single-screen stages, but Munin can hop between worlds at will — no need to finish every stage in a single straight line.
That theme translates into the deceptively simple puzzle-platformer's gameplay. Munin is hard in the best way. It's difficult to parse at first, but it rewards experimentation and out-of-the-box thinking. It's cleverly designed so that the solutions always feel as if they are in your grasp, even when they are dozens of steps away.
Munin opens with a cryptic passage about Odin's raven (the eponymous protagonist) being turned into a human by Loki. In order to return to her natural form, Munin needs to explore several worlds, collecting lost feathers. Each world is made up of devious, single-screen stages, but Munin can hop between worlds at will — no need to finish every stage in a single straight line.
Munin can run and jump short distances, but her real power comes from
the ability to rotate sections of the screen. To collect every feather
and move on to the next level, I had to manipulate stages into mazes
that Munin could make her way through.
There's a catch: In order to rotate a piece of scenery, I couldn't be standing on or next to the part of the screen I was manipulating. Munin forced me to think two, three or even four steps ahead with every move, lending the game a more deliberate pace. That contemplative feel clicked for me. I played Munin slowly, and I relished every "right" move and eventual solution.
There's a catch: In order to rotate a piece of scenery, I couldn't be standing on or next to the part of the screen I was manipulating. Munin forced me to think two, three or even four steps ahead with every move, lending the game a more deliberate pace. That contemplative feel clicked for me. I played Munin slowly, and I relished every "right" move and eventual solution.
With every victory, I let out a whoop of joy.
Finding those right moves took time and experimentation. Upon
entering a stage, I flipped every platform multiple times, just to see
what was possible and which paths would become available to me. As I
inched toward victory, I became more careful with my steps, flipping a
platform only when I knew it was safe to do so. With every failure, I
got closer to the solution. With every victory, I let out a whoop of
joy.
Part of this satisfaction came from mastering a difficult puzzle, but part of it was relief that I didn't arbitrarily eat it on the last feather. There are plenty of ways to die in Munin; bottomless pits, spikes, fire and thorns are sprinkled liberally throughout every stage, and the hero dies immediately upon hitting a hazard. The penalty is stiff enough to be frustrating — I lost all my progress in the stage and had to restart. This wasn't so bad earlier in the game, when the puzzles were relatively simple, but later, when the level of complexity reached its peak, having to restart was a major nuisance.
Part of this satisfaction came from mastering a difficult puzzle, but part of it was relief that I didn't arbitrarily eat it on the last feather. There are plenty of ways to die in Munin; bottomless pits, spikes, fire and thorns are sprinkled liberally throughout every stage, and the hero dies immediately upon hitting a hazard. The penalty is stiff enough to be frustrating — I lost all my progress in the stage and had to restart. This wasn't so bad earlier in the game, when the puzzles were relatively simple, but later, when the level of complexity reached its peak, having to restart was a major nuisance.
The inconsistent physics and occasionally loose controls were also
aggravating. Sometimes I'd make a difficult jump only to find my
character stuck on a piece of a ledge. Other times, pressing the jump
button didn't work at all, causing Munin to plummet to her death. In one
particularly bad instance, I was stuck on a stage for 45 minutes
because a ball wouldn't drop properly onto a platform. These little
annoyances wouldn't have been a problem except that they were often
coupled with the unnecessary frustration of restarting a stage and
losing precious progress.
My aggravation never lasted long, as Munin's intricate, often inspired puzzle design, and its impressive variety always pulled me back. The game is divided into themed worlds, each exploring a unique new mechanic. In one world, feathers only show up if two pieces of scenery are situated perfectly. Navigating the scenery, and getting the platforms to match up just so, was a formidable, pleasurable challenge. In another, I needed to manipulate tiny mazes with ghostly balls in order to activate or deactivate platforms for Munin to use. Other worlds had me manipulate water and lava. Munin always had new twists on its core mechanic to challenge me with, and that kept things fresh throughout the game.
That variety kept me engrossed even when Munin's rough spots got under my skin. If ever I was frustrated with the ball puzzles in one world, I could easily go to another world and take on, say, the water puzzle I was struggling with the night before. Munin gave me plenty of options, so I rarely found myself stuck in a rut.
Munin was reviewed using code provided by Daedelic. You can find additional information about Polygon's ethics policy here.
Source: PolygonMy aggravation never lasted long, as Munin's intricate, often inspired puzzle design, and its impressive variety always pulled me back. The game is divided into themed worlds, each exploring a unique new mechanic. In one world, feathers only show up if two pieces of scenery are situated perfectly. Navigating the scenery, and getting the platforms to match up just so, was a formidable, pleasurable challenge. In another, I needed to manipulate tiny mazes with ghostly balls in order to activate or deactivate platforms for Munin to use. Other worlds had me manipulate water and lava. Munin always had new twists on its core mechanic to challenge me with, and that kept things fresh throughout the game.
That variety kept me engrossed even when Munin's rough spots got under my skin. If ever I was frustrated with the ball puzzles in one world, I could easily go to another world and take on, say, the water puzzle I was struggling with the night before. Munin gave me plenty of options, so I rarely found myself stuck in a rut.
Wrap Up:
Munin may be rough around the edges, but it has an inspired core
Munin frustrated me at times with floaty physics and the
occasionally too-obtuse puzzle. But I couldn't stay angry at it — nor
stay away from it — for very long. It burrowed deep into my mind, so
much so that I started dreaming in its weird 2D logic of rotating
platforms and constant twists to the formula. Like the severe landscapes
it evokes, Munin is a worthy, starkly beautiful challenge.
Hiç yorum yok:
Yorum Gönder