Yeah, okay. Sorry, I had the sound off most of the time because of the mind-numbing repetition and I needed to remind myself what it sounded like. There are two major songs, one for the regular world and one for the Otherworld. The sound effects are so poor as to almost be an afterthought. The sound of clacking buttons is nicely presented, but a hand made of needles should not sound like popsicle sticks being smacked against one another.
There will be a lot of walking around. There will be a lot of talking to people. Items will be gathered to be put to use later. And finally, puzzles will be solved. A good adventure game must strike a very delicate balance between these four aspects. A bad adventure game seeks to strike these qualities with a large sledgehammer. Peter Gabriel, take it away…. Walking around runs pretty smoothly here.
There are the usual invisible walls and odd corners, but Coraline moves about without too much trouble and at a good pace. Positioning can be a bit of an issue, however. I spent a good 10 minutes of wandering around before finding that I was standing on the wrong side of an object to complete the task at hand, and several times I had to keep walking back and forth in front of something to get the interaction icon I was looking for.
Talking to people was a bit on the rough side. What is odd is how long it takes to load up the text. And how long it takes for them to gesture before continuing on to their next sentence.
And why. And they keep stopping and allowing you to choose to continue. Item usage is even worse than the talking. I suppose that if you forgot the little picture of a frog with button eyes was a frog with button eyes, clicking on it so the name came up would be helpful. Most items in your inventory, as it turns out, have no function. I suppose they set a tone for the kind of kid that Coraline is that she would collect crickets and poisonous mushrooms and snake skins, but once that is established is it necessary to make it into a game mechanic that lasts all the way through?
Oh well. Just no. To be fair, the game entices you early on with a bug squishing game, but that remains the highlight of your entire Coraline experience. Can you open the door? No turning, no dragging a key, just touching the screen once. But the slowness and boringness of this game severely cuts into any desire to collect these bits and bobs. Coraline is another fine candidate to add to the list of games to help you break your OCD problem. There is no challenge, so there is no balance. Balance here has become an abstract and pointless concept, like explaining depth to a Flatlander.
But what of the rest of the game? Addictiveness Every so often the debate comes up about the necessity of these categories. I like to think of it as a challenge of my writing skills. Playing Coraline has about the same addictiveness as staring off into space and humming tunelessly to yourself. The only thing keeping this from getting the lowest possible rating is that I found myself able to play all the way through without quitting and just making up a review instead.
Had I heeded this caveat and never opened the box, just imagine how much happier my life would have been. Precious minutes of my time would never have been stolen from me. Think of all I could have accomplished.
All the good I could have done, if only…. So what is Coraline exactly? You see, Coraline is stuck in a dull, boring world. Her only source of entertainment comes from her Father in the form of instructions to write down the number of windows and doors in her new home.
We too consider sewing buttons onto our eyes instead of going through this. And we too realize that the price is too high, and that with a little effort, we can make a change in our lives and in our worlds. Such a deep and though-provoking experience disguised as a simple game. I have the coraline nintendo myself. The movie is structured like a modern-day fairytale and carries the familiar "be careful what you wish for" motif.
The game of the same name follows the movie and does a good job of retelling the movie's storyline. But as a game, Coraline for the DS falls flat. The biggest issue with this game is how it is structured. As you would expect, you play as Coraline and go through different events from the movie. You start off just wandering around your house, and after talking to various people, you will be able to move on to the next plot point. You will then play a little mini-game or two, and then you will have to go back to talking to various characters in order to advance the story.
There are two big problems with this format. First of all, in a game intended for kids, having a lot of text is not a good idea, especially considering the young mind generally has a brief attention span.
The second problem here is that much of the actual story is lost. As someone who has read the original novella, the game puts together the story in a very haphazard way, which might be difficult for those who have not seen the movie or read the book to understand. But, when the game shifts away from the incessant talking, there is some actual gameplay to be had with this title.
Most times, this will involve playing some sort of mini-game. Early on, you will have to do a bug squashing mini-game, which is actually quite satisfying.
However, some of the other, more collection-focused mini-games like finding a key, special boxes, etc. Coraline also suffers from being a very short title, clocking in at about five hours.
Granted, you might give or take a few minutes depending on the player, but since the game sticks very rigidly to the format outlined above, there is no real way to extend the gameplay time. Although, this is probably a good thing considering the poor quality of the gameplay overall.
In addition to the regular gameplay, there is also a collection room where you can replay unlocked mini-games and view screenshots from the movie.
0コメント