"Trick or treating goose" review: I am carsick in this game, uncomfortable
The "goose" simulator is a good subject. In Trick-or-Treating Goose, producers House House captured the stereotype of the big goose. It is afraid of people, fearless, is a veritable small village one bully. But first, this game is not like Goat Simulator. Goat Simulator is incredibly unbridled, with players freely exploring a huge city and doing bizarre things -- so bizarre that some things can only be explained by bugs in the game.
Trick-or-treating Goose, by contrast, is more restrained. The goose played by the player runs similar to the speed of humans, and Shouting can only play a interfering effect, so you have to take it easy when doing evil, and deal with humans with intelligence. At the same time, Trick or Treating Goose is essentially a puzzle game, which will issue tasks to the player at different stages of the game, giving the player a clear goal.
For a goose, some of these goals might seem exaggerated, like staging a picnic in the wild. Others are confusing and involve a young boy buying back his own model plane. Some are a bit more boring from a human point of view, such as dragging a rake into a lake or breaking a clerk's broom. However, when you use the logic of a goose to complete a human daily trivia, the process can often emit some unique interest.
But its problem is also obvious, when the player uses the way of the goose to solve the problem, the player can really experience the fun of the goose? And do things that are whimsical to geese elicit positive feedback from people?
The first thing that might cause controversy is the maneuverability of the geese themselves. Trick-or-treating Goose is simple to operate, walking, running, Shouting, and squatting and biting things is all. Shouting has the same effect as reality, scaring people and drawing too much attention. When the goose runs, its left and right palms will make a "patter" sound on the ground in turn, and when turning, there will be a judgment similar to the inertia in reality, giving birth to a small section of cushioning with a curve.
It's easy to see that the goal of Trick-or-treating Goose isn't simply to get the player to do evil. In action, it is also trying to restore. This design has a sense of substitution, the goose scattered start to shake and shake the posture quite idle. But these more realistic designs actually put obstacles in the way of the player's actions.
Trick-or-treating Goose is hard to play, but like Human Beings Fall Down, these tricky maneuvering can bring some hardcore "fun" to the game.
It can disrupt the player's original plan, cause some surprises, and eventually trigger a means to complete the mission that the player did not expect. Or it could be like "Get Over It with Bennett Foddy" or Jump King, where you lose all of your progress on a task you've accumulated before and have to start all over again. And this kind of hardcore "fun" is often amplified infinitely in live broadcasts.
In addition, when the goose runs and shakes, the game screen will also vibrate. The picture of "Trick or Treating Goose" is not fixed to the protagonist "goose" as the center, it will always be in a weak dynamic offset. This fits well with the game's theme of parody and agitation, but I have to say that at one point it made me feel dizzy and sweaty. I don't have 3D game vertigo, which may be related to my usual mild symptoms of motion sickness.
In the game, the producers have divided the map into several sections. The scope of each section is small, which to some extent reduces the burden of players exploring decryption. Also, the game is very quests intensive, so there are very few ineffective interactions in the scene. And the beauty is that seemingly ordinary interactions can lead to bizarre results in a chain reaction.
Sometimes, in order to avoid human interference, you need to find a way to avoid their eyes, such as crouching down, then strolling behind the obstacle, and waiting for them to focus on other things before moving on. Or hide your body and props in the grass like in Assassin's Creed.
In terms of task design, Trick-or-treating Goose basically maintains the rhythm of difficult and easy crossing. There are three types of tasks, one of which is purely analog, in the nature of the goose, in which the player might simply try to be aggressive, destroy an object, or shout at a poor child to corner him into a tight corner. The second is a test of imagination, and the third is a test of the goose's ability to interact with people, as in Metal Gear Solid.
These tasks are not unrelated. Many times, the effect of a shorter task may be to facilitate the progress of another task. In addition, the goal of all missions will be to the same theme, which is to make humans miserable. Therefore, at the end of each area mission, the player can see that the tricked human will put up a sign prohibiting the entrance of the goose to send the goose away.
There's a problem, though, that these vaguely fun tasks may not be fun enough in themselves. As mentioned above, some of the missions are just common farce in everyday life, and the experience is not new. Some of these episodes may feel very different to Chinese and Western players. Therefore, the domestic players' evaluation of this game may be more clear. In simple terms, each score from 0 to full score will distribute a certain number of players.
As a result, trick-or-treating Goose players looking for gameplay may be disappointed. In addition, because the operation is not fluent, the rhythm will be slower. Strictly speaking, it does have a faint "torture" quality to it, like the Human Race Fails.
Another problem with the work is the internal capacity. If you're lucky, it'll take you two hours to get through. Later, it will open up some side quests with longer and more difficult processes. Basically, with that done, Trick-or-Treating Goose doesn't have much to explore. The map is limited in size, the underlying logic of missions and events is tight, and there is not much room for players to repeat the experience.
Trick-or-treating Goose uses a similar style to the App Store's best game of the Year, Donut City, in 2018. Its color is soft, the figure side number is low, simple cartoon, and the physical collision effect between objects is light. In general, the theme of "simulation" restores the humorous life of a goose, but it also limits the author's creativity to some extent. For some players, a better application scenario for trick-or-treating Goose is to play offline with friends or watch it live.
Further reading:
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