Raph, can you talk about how the team decided to render this adventure in Watercolor? It's rare to see a game that specifically flouts whatever realism the graphics engine can muster in favor of artistic expression. It certainly works. The visual style deserves a lot of credit in creating the lonely and beautiful experience of the game.
I understand the concern of the OP, but I for one enjoy not having to consider that if I'm only persistent enough I can mini-jump a short-cut to some lofty place (a la Skyrim).
Maybe being able to "vault" over downed branches would be enough. Maybe it costs a bit extra stamina and happens automatically with a very very low percent chance to sprain your ankle -- encouraging you to "GO AROUND".
[on a side note: there are a few things that clearly alert the player, "this is not your typical video game." No-Jump and the dis-incentive to run everywhere. Personally, I think these are incredibly inspired design decisions that lead the new player to the question, "hmm, what else shouldn't I assume." And that hopefully guides them toward understanding that the wolfs and bears are to be avoided, not dominated as you would in a typical game.]
Would be nice if the level of clanking corresponded to your encumbrance -- an auditory supplement to the status-icon. That's what I thought was going on, when I first noticed the sound.
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