yokus island express - typos

This commit is contained in:
Wouter Groeneveld 2022-12-03 15:10:53 +01:00
parent 39ed12254f
commit 454a245cca
1 changed files with 2 additions and 2 deletions

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@ -16,7 +16,7 @@ If you've ever wanted to play as a dung beetle postman on a small tropical islan
Unfortunately, it doesn't quite hold up to that promise.
The problem aren't the lackluster metroidvania mechanics, but the core of the game itself: _Yoku's Island Express_ is first and foremost a **pinball game**. With pinball comes a certain amount of randomness, difficult to maneuver pathways, trick shots, multi-balls, difficult to maneuver pathways---did I mention that already? In a metroidvania game, you're often running around back and forth in the world map, revisiting pieces of the map that were previously inaccessible. In _Yoku's Island_, that's true as well. For instance, late in the game you can swim underwater. But the navigational component, that is heavily used in such a game, is the most mundane and frustrating aspect of the island.
The problem isn't the lackluster metroidvania mechanics, but the core of the game itself: _Yoku's Island Express_ is first and foremost a **pinball game**. With pinball comes a certain amount of randomness, difficult to maneuver pathways, trick shots, multi-balls, difficult to maneuver pathways---did I mention that already? In a metroidvania game, you're often running around back and forth in the world map, revisiting pieces of the map that were previously inaccessible. In _Yoku's Island_, that's true as well. For instance, late in the game you can swim underwater. But the navigational component, that is heavily used in such a game, is the most mundane and frustrating aspect of the island.
![](marrowhill.jpg "Now how to reach that chest over there?")
@ -28,7 +28,7 @@ The design that makes _Yoku's Island Express_ unique is the creative combination
![](boss.jpg "Yoku faces four bosses along the quest, here's a particularly nasty spider thing.")
As I kept fumbling about with my round heap of dung, frantically trying to go _left_ inside some tunnel while my flipper kept on missing the small entry hole, I just wished the game to be over. And it is, sooner than you'd think, clocking in about five hours. The world map is very small (I guess it doesn't say "express" for nothing), and contrary to other great metroidvanias, there's little incentive to go back and revisit previous areas. The only thing you can unlock is another color for your ball, a rare root that unlocks another ending that I didn't care for, and just more fruit.
As I kept fumbling about with my round heap of dung, frantically trying to go _left_ inside some tunnel while my flipper kept on missing the small entry hole, I just wished the game to be over. And it is, sooner than you'd think, clocking in about five hours. The world map is very small (I guess it doesn't say "express" for nothing), and contrary to other great metroidvanias, there's little incentive to go back and revisit previous areas. The only thing you can unlock is another color for your ball, a rare root that given enough pieces unlocks another ending that I didn't care for, and just more fruit.
Yes, you can "connect" areas by pushing away boulders or pressing buttons, making navigation a bit less painful, but those speedier exits were never really used, as the game ushers you towards a certain direction. I know I left a lot of secrets undiscovered so if you're really digging the pinbally randomness, I guess there's more to be seen on the island.