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Sackboy: Big Adventure Review

The adorable Astro playroom may have captivated people when the PlayStation 5 went on sale (sometimes offered for free), but any 3D platformer fan will toy Sackboy: A Big Adventure. Do not leave it trapped in the box. .. This spin-off (also available on PS4) is relentlessly appealing, with creative-level ideas in a familiar format focused on co-op, even if it lacks the same precision and depth as the most beloved games. Brings a genre.

Sackboy may have been cut from the game cloth of LittleBigPlanet before, but I feel that Big Adventure is much closer to something like Super Mario 3D World in both structure and design. Levels are generally a wide-path isometric diorama for you and up to three friends to run around, grab point bubbles, defeat bad guys, and look for collectibles just like you. It also removes the iconic level editors and community shares of the Little Big Planet series, and instead focuses on a brief story about Sackboy trying to save the Craft World from the evil Bex.

The story is cute, albeit a general story, but the sackboy’s sense of style and expression is fascinating. There are many non-stop, fun and comfortable stages made of cardboard cutouts and other household items. It’s all so fascinating, and only the occasional frustration of jump failures caused by strange camera angles and unexpected landing behaviors kept me smiling all the time. World themes range from still-filled temples to futuristic rocket labs roaming huge, interactive touchscreens, all enough to gel into an eclectic yet cohesive whole. Sharing style elements.

Most of their charm comes from the great music of Sackboy. This includes the original score, clever remixes and rework of recognizable classics (you might unexpectedly notice Madonna’s Material Girl melody in the middle of an orchestra track), and some music-centric levels. It is. The latter reminded me of a similar stage in Rayman Legends, jumping to the beat of a song like Mark Ronson’s Uptown Funk. However, definitely explosive, but these levels that aren’t on the rails like Rayman use those songs, and if you’re collecting everything over time, repeat a bit more.

Much of the appeal of Sackboy lies in its excellent use of music.


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Most stages of Sackboy are relatively easy to complete, but can be up to 100% tricky. This includes searching for all cosmetic items, completing without dying, earning enough points for a gold medal, and collecting all Dreamer Orbs. Hidden throughout (used to lightly gate off new levels as you progress). Thanks to the generous life and checkpoint system, I completely failed the level only once in the first run of the campaign, but that first attempt rarely made everything possible. So Sackboy felt easy to complete, while having plenty of room to seduce me to try repeatedly. Later levels and time trials will also increase the difficulty a bit, but it’s still an option if the challenge is generally present as needed and not needed.

Don’t overestimate it, but the structure here is a derivative of Super Mario 3D World and gives you a feel for Nintendo’s platformer playbook in general. That’s not bad in nature (it’s a good playbook!), But when competing directly with such games, the place where Sackboy is lacking, especially the feel and depth of the platform, can only be noticeable. .. This is definitely a fun platformer, but jumps can be unexpectedly inaccurate, especially when trying to bounce off enemy heads or certain objects. The little flutter you can make to stay in the air after a jump feels about half the time I expect. Sackboy doesn’t have the additional technique that can add nuance to the move set like Mario does. You can extend the jump distance. It uses punches and rolls in the air, but that’s it in terms of being creative with move options.

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Instead, keeping the platform fun is the frequency with which levels rock things and introduce new mechanisms. One level may be a simple platformer, another level allows you to graze adorable creatures on your pen, and another level you can dodge spotlights while jumping from bubbles floating in the air. The Sackboy also changes camera perspectives frequently, moving from isometric to side-scrolling, top-down as needed. One of my favorite levels is on a deep-sea trawler. Dreamer Orbs can be earned by desperately jumping, cleaning gold objects, and returning them to the ship in time.

Some levels also introduce cool little power-ups that allow you to change the way you move and fight. They include a boomerang, a set of hover boots with a laser gun, and a grappling hook that you can use for your swing. My personal favorite was actually simpler than all of them. It’s just a yellow gunk that you can walk on the wall with your feet. Not so flashy, but how certain levels use that mechanism to hide collectibles or change the way they interact Obstacles are very cool. None of these powers completely correct that vague and inaccurate sensation I sometimes get, but they create a subtle stage that I generally don’t care about (late campaign). Except for some difficult ones).

Sackboy’s level is further improved with co-op play. This isn’t just because it’s fun to play games with friends. Co-op can actually “better” many games without doing much, but these stages are intentionally designed. More people and more fun.Except for some optional co-operation levels, you can play the entire campaign solo and it will still be a fun time (and maybe you) I want (To play time trials that way), but with the addition of others, you can take advantage of multiple passes for each stage full of collectibles. It’s a hassle to slow down and follow the steps to catch everything by yourself, but joining a team allows everyone to collect something more exciting. There is also some co-competition as to who can get the best score. Of course, the joy of riding on a rolling friend, picking it up and mercilessly throwing it off a cliff is of real value. Reason.

In that respect, it’s a real shame that Sackboy doesn’t support online collaboration at launch. It will reportedly be available in a free patch by the end of the year (and at least we were able to simulate online collaboration with the PS5’s limited but fairly impressive shared play option). But it still feels like an important missing feature in the game. This is essentially about playing with others. Thankfully, the local co-operatives here work at least well, allowing players to drop in or out even at intermediate levels, and provide their own inventory of costumes to collect and customize for each profile. ..

https://www.ign.com/articles/sackboy-a-big-adventure-review

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