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You move very slowly while aiming, enemies fly and fire quickly, and your weapons feel ineffective. Going back to the combat, none of the guns feel particularly good to use. There are quite a few pipe puzzles and the game doesn’t tell you what nodes do otherwise, so this is very useful and a novel implementation of the hacking ideas. The hacking abilities are much more interesting, however, the first one you get actually gives you an entirely new menu where you can view the map or examine nearby objects to determine their function. To further your exploration, you can acquire various abilities for movement, combat, and hacking such as a teleporting dash or a shotgun. After seeing this, it’s fun to observe the contrast between Hypervisor’s naive state and the current, unhinged monologues you occasionally get when exploring. For example, in one early log a character points at an object and asks the computer to define it, and the AI, Hypervisor, doesn’t understand that it’s supposed to follow the line of their finger. It reminds me a lot of Tacoma, actually, especially in how the human characters interact with the AI and teach it human concepts you can’t exactly program. It’s almost entirely told through text logs the characters recorded through the Mainframe’s AI before the events of the game. The storytelling is perhaps the best part of the game.

It’s great from a storytelling/theming perspective, but doesn’t cut it in terms of gameplay. Since some platforms are weirdly small or have a strange shape, you end up going everywhere you can and hoping it was the intended route. Again, it’s an interesting concept but in practice it’s difficult to tell where you’re supposed to go if you can even see it thanks to the copious amount of bloom. This is supposed to be a digital space, but each area has a sort of industrial look to it like it was actually built from computer parts. Put simply, controlling the Program is far too slippery to navigate the game’s “naturally” designed environments. Over the course of the tutorial level, you’ll gain a jump as well as a gun to defeat enemies. Starting off the game, you only have the ability to move, not even jump which is an interesting idea for a metroidvania. Due to poor controls and haphazard level design, however, the game ends up just as tedious as real world hacking. On the surface, this is what makes Recompile exciting - an exploration based platformer where you play as a program trying to access hidden information in a mainframe.
#Little big adventure 2 character stuck tv
While in reality it’s pretty dull, movies and TV have presented it as people furiously typing, using an avatar to explore a matrix-like space, and much more. Hacking has many creative interpretations in media.
