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TUNIC: Strong contender for indie game of the year| Bonfire

Game name: TUNIC

Platform: XSX | S/Xbox One/PC (first introduced into Xbox Game Pass)

Just recently, everyone is still fighting at the junction, while tasting the thick volume of "Eldon's Law Ring" and arguing about its design from time to time, an independent game with a console exclusively on Microsoft's platform - "TUNIC" has triggered a new round of topics abroad. Not only has it received a lot of media acclaim, but even celebrities in indie gaming circles such as "Blowing Brother" Jonathan Blow have praised it.

Jeff Grubb, author of novels like DnD and Warcraft, even broke the headlines after playing it: "TUNIC" will be the biggest obstacle to Eldon's Ring of Law's journey to the game of the year!

TUNIC: Strong contender for indie game of the year| Bonfire

▲ This is a bit of a "lead war" brother

Well, although I am not a fan of these big guys, everyone knows in their hearts that the recent masterpieces of independent circles are basically staged every year. However, after trying it yourself, even if it does not reach the level of excitement of the above professionals, I have to admit that TUNIC is indeed a unique indie game masterpiece.

In particular, it is highly recommended for players who love the classic "The Legend of Zelda", such as the remake of "Weaving Dream Island". And for those who love action-adventure puzzle solving, you can definitely find a lot of fun in it.

TUNIC: Strong contender for indie game of the year| Bonfire

▲ 90rmb is a bit expensive, recommended xgp directly cool

Today's works, whether commercial or independent, want to win attention at the fastest speed, it is nothing more than working the subject matter and picture. The former is easy to understand, just follow the one with the highest traffic, and the latter is divided into the advantages of graphic technology, or the superiority of art style.

Independent games are usually based on art because of their funding and the pursuit of their own works. In this regard, tunic, which deliberately moves closer to the texture of "Fox Erda", has indeed become a major weapon during the game's publicity. From the texture of the toys it sticks, the hazy pastel tones, and even the protagonist's green clothes and sword and shield style, it is inevitable that people are reminiscent of the "The Legend of Zelda" that has just been remade in the past two years.

However, the game does not use a forward-looking angle, but uses the equidistant perspective that was common in some early 2D games to reflect the "three-dimensional sense". And it's also like the Paladin Sword or The Emperor's Treasure, which also uses this perspective, to hide secrets behind walls. Many angles that are not directly visible in the picture have treasure chests or hidden roads.

The visual style of comfort, combined with the seemingly relaxed and tranquil atmosphere, makes most people like this game very quickly. Needless to say, the little fox is cute, even the enemies and even the flowers and plants look very pleasing to the eye, and in terms of first impression, this game even wins the jackpot.

TUNIC: Strong contender for indie game of the year| Bonfire

▲The picture is quite pleasing to the eye at first glance

However, when you open the sugar-coated package that wraps it around the surface, you will find that the game is far more hardcore than it seems. While it's not as challenging as it gets — especially since many people have recently gone through eldon's "training" at The Ring of Law, frustration, and frustration still remind you from time to time during gameplay: Don't think of it as a light-hearted skit for all ages.

The game's battles can quickly become quite difficult. Most of the enemies seem to be difficult to entangle, but the protagonist himself is weak and short-handed, and the author also imitates the rolling energy limit and death punishment mechanism of "Soul Like", which is particularly painful once inadvertently beaten. And sitting on a "campfire" will also resurrect enemies, so players need to always tense their nerves to deal with.

Many of the tasks and puzzles in the game flow will not have too many clear hints, and can only be explored by the player, and in the maze, they need to draw a general direction in their minds.

However, some of the difficulties lie in the game's own design problems. For example, tumbling, running and interacting are bound to a single button. And unlike the "Soul" series, which can distinguish the order of operation according to the length and length, players can only roll over if they want to run, which is very lame when rushing or the situation is chaotic. In addition, the game's perspective often leads to the inability to clearly determine the source of the attack, and from time to time the protagonist is obscured.

TUNIC: Strong contender for indie game of the year| Bonfire

▲ It looks small and fresh, but the difficulty is not low

In terms of inspiration, this game does belong to the genre of Zelda, combining various puzzles and limited growth in some methodological battles. Initially, players may encounter many setbacks, and they need to accumulate experience and find the right way to overcome the difficulties. This is also the greatest fun of this type of game.

When players first experience the first half, they will definitely think that tunic can only be regarded as a middle and upper class compared with similar works, in addition to the advantages of art style comparison. But in fact, what really makes it a lot of praise is its novel interpretation of "learning and understanding".

Like many weakly guided games, TUNIC gives players very little instruction and instruction in the process. Not only the little fox's motives for adventure, but also the worldview and even the visible language are ambiguous.

You'll then follow the "breadcrumbs"—paths, objects, or other pieces—and in addition to getting familiar with the gameplay, you'll gradually get a variety of collectibles. One of the biggest highlights of the game is the instruction manual.

During the process, the player will collect many diary pages, which record a lot of gameplay, maps, system instructions, important tips, and even the original text in the game's worldview is interpreted through it. And when you collect to a certain extent, you will also find that this diary is very similar to the instruction manual that comes with the old cassette game, and the drawing is wonderful and interesting and very practical.

TUNIC: Strong contender for indie game of the year| Bonfire

▲ This game turns the tutorial into a kind of game key fun

As mentioned earlier, the difficulty of this game is not low, coupled with its own details, there will be many links that make players suffer. Although this manual does not directly help you kill the enemy, nor does it have a clear map guide, it does fulfill the teaching responsibility. Read the information provided above and see what it says, and it will definitely inspire you.

This is a mechanic that many players who have experienced the game, including me, have loved it. It is no exaggeration to say that this is the most attractive part of the game. Even for a moment and a half, it's hard to tell whether you're looking for pieces to familiarize yourself with the gameplay, or whether you simply like and want to gather all the pages and push yourself to learn the game mechanics to advance the process.

It completely takes the overall atmosphere of the game out of touch with most of the current titles on the market. While other games are either still chaining players and dragging you away with "question marks," or worrying about how to weaken the guidance without being scolded by users who are accustomed to a comfortable experience, TUNIC actually gives a high-quality proposal. It has no complicated text dialogue, and only uses a few (ten) spiritual drawings to make the system and key information clear.

What's more, this stuff greatly stimulates the player's desire to explore. Imagine a game that turns a game tutorial into a collection and makes people fall in love with it as the core motivation of the game. TUNIC did just that.

TUNIC: Strong contender for indie game of the year| Bonfire

In recent years, many representative indie game masterpieces like to use some "big reversal" techniques to climax in the medium stage. The Messenger is a great example of this, successfully elevating the game to a whole new level. And "TUNIC" also has some hints in the early stage, and in the middle of it all gives you a "shaking baggage" that you can recycle in one breath.

Here is a suspense, let those who are interested in this game to experience it in the game. Although it will not suddenly overturn the gameplay at that stage, it will definitely make you look at it. It can only be said that you think it is just a "fox" + a little "soul Like", but this is actually only part of the game. After that, those who love Fez and Witness will suddenly find that this game has actually prepared a lot of surprises for them.

bright spot:

● Excellent art style and game atmosphere

● A collection that combines learning and fun

● Excellent level design and process content

flaw:

●The details in terms of operation and viewing angle are slightly worse

● The difficulty is not very balanced, and many props lack practicality

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