Spectrolite Analysis – Leaps to the Millimeter

by time news

2023-08-04 10:00:00

In Spectrolite you will have to assimilate the concepts of jumping very well if you want to advance to the next level

First-person games are taking on various aspects that move away from the classic fisrt person shooter. We have already seen graphic adventures that use this style, car games, walking simulator, and a long etcetera, where the main premise is the camera “inside” the protagonist. Over time, this expansion has spawned a new style of play. A style that we could classify as lifelong platforms, although this new vision of the world that surrounds us that radically changes the mechanical concept. And not only in the playable, but in the sensory. And reliable proof of this we have with Spectrolite, the new proposal from Dolores Entertainment, Noel Hetei and Andor Valentiny.

Take out the square and the bevel

If you have played games like Air Bounce, Clustertruck o los aclamados Mirror´s Edge, you will know perfectly where the shots go in Spectrolite. In this abstract adventure, we will have to advance through a series of levels of increasing difficulty where there is a common denominator: jumps. It does not matter if they are jumps with propellers, jumps on walls or on small platforms. We will have to perfectly master this ability of our protagonist to continue in the story.

Of course, do not expect an experience similar to the juices mentioned in the previous paragraph. As they say, we are facing a coffee for coffee growers. At first the game will raise its hand in certain stages, but soon we will realize that we have to do the jumps well for everything to continue properly. Especially in those stages where we have to complete them before a specific time. Quite a challenge for any player.

Parkour cyberpunk

Although we started “soft”, In the first bars of Spectrolite we will see what needs to be specified in the jumps. Once we gain momentum, it is very difficult to change the trajectory in the air. This forces us to have to think about our actions on dry land. Or while we are doing a wall-ride and not a second later when we are already in the air. A requirement that is assimilated through trial and error through its checkpoints, but that never makes it easy for you.

Luckily, as usually happens with this type of proposals with a high difficulty, once you internalize the controls, automate movements and see the trajectory almost without thinking about it, everything takes on another color. It is incredible to do the routes at the first attempt, picking up speed in the sections designed for it, jumping at full speed and with the inertia of that first jump, gaining momentum again to reach the next point even further. It’s difficult to explain in words, but very rewarding at the controls once you get it.

Slide down ramps while watching a sunset

Although the story is merely an excuse for Spectrolite to keep moving forward, I like the changes of scenery it has. From completely minimalist places, to a kind of cyberpunk city or locations that look like a jungle of rusty pipes. Everything always with visual and sound stimuli very well implemented, and with that halo of intrigue that, without really knowing why, pushes you to continue playing. However, despite these good audiovisual effects, it wouldn’t have hurt to accompany the game with a somewhat more… readable story.

The difficulty we have mentioned may be a double edged sword in Spectrolite. It is very good to overcome areas that at first seem impossible, but If we really choke on a part, that’s where our journey through the game ends. There are moments in the adventure that we enter through different portals, and it would not have been a bad idea if they were all open at the same time to carry them out in the order that each player considers. See that I am a user who defends the essence of linear games, but in this case that concerns us, It would not have been a bad idea to have more variety of paths and alternative routes.

Spectrolite Conclusion

Within first-person games, there is a subgenre that is becoming relevant on the scene on its own merits. The impossible and crazy jumps that we find in the new proposal from Dolores Entertainment, Noel Hetei and Andor Valentiny is a twist on the difficulty within these first-person platform games. A difficulty that until recently was not sought in such an obvious way. And that perfection in our movements is what we will have to assimilate in Spectrolite.

The game is complex, but with practice we will internalize its mechanics, until there will come a time when we will parkour almost without realizing it. The wall-rides, impulses with the spheres, inertia with our own jump and a thousand more techniques will be our daily bread. If you like this type of adventure, with an abstract aspect that invites us to visit surreal locations with futuristic touches, don’t hesitate to get Spectrolite. Of course, tune up your reflexes and skills with the controller, because you’re going to need them.

Spectrolite

11.19€

Pros

Simple but demanding New challenges are presented progressively Good audiovisual aspect

Cons

Too linear, with no option to see other challenges The story is anecdotal Some dalstos, especially wall-rides, are complex to execute with the controller
#Spectrolite #Analysis #Leaps #Millimeter

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