![]() The plot is light-hearted and friendly, seemingly targeting a younger audience. I’m generally quiet in the office, not letting my frustrations get the best of me, but I found myself shouting and throwing my mouse aside, which is especially surprising considering the rest of the game is a tranquil, soaring experience. I grew so frustrated I wondered if I could even finish. In the closing moments, a difficulty spike worse than any of recent memory appears. Traversal requires pinpoint accuracy, as your window to deploy your grappling hook is usually very small. Checkpoints are well-spaced and reloads are quick, so falling to your death is not too bad. The difficulty balance is generally consistent. ![]() There is a correct path to the end, but skilled players will be able find novel ways of progression, and it makes me excited to see what talented speed-runners will be able to pull off. The route through each location is marked with symbols left behind by your uncle, but there is room for creativity with the grappling hook’s ability to attach to any surface. Your grappling hook can attach to any surface (until the final puzzles). Figuring out how to get from point a to b is the challenge, and the lack of enemies makes it a calm, enjoyable experience. The challenge comes from traversal, which plays out like a puzzle. You won’t battle – or even see – any enemies, save for one stealth section where you must avoid a giant cyclops-snake who takes frequent naps and doesn’t like guests. Propelling yourself from the first-person perspective is consistently breathtaking it evokes the same chest-tightening feeling found in games like Mirror’s Edge as you soar through the air using the grappling hook to pull yourself towards your destination. You can only use the hook so many times before touching the ground for a recharge, so it’s more about using the device than placing your feet. The challenge comes from propelling yourself correctly with the grappling hook. Getting ground under your feet is rarely a problem the gaps are designed and spaced in such a way that you generally jump the perfect distance. The difference here is the first-person perspective, which adds a challenge since you can’t see your body. This whimsical setup frames the action, which focuses on a clever grappling hook mechanic that allows players to fling themselves between platforms over great distances.Īs in most platformers, your progression through the linear adventure relies on jumping around. In the game, players tell a story to their daughter about the time they followed their adventurous uncle Fred into a mysterious world. A Story About My Uncle is a strange name, but it is an appropriate and perfectly descriptive one.
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