If I had to describe Black For a phrase, I would choose “golden hour”. The game feels like the period between evening and night, where the world is on fire, illuminated by the setting sun. Colorful new perspectives come from the day/night system and its incredibly unique visual style makes the whole world feel new every time the sun rises.
Black actively embody your own personality, constantly beckoning you towards something new in a world you want to explore. Developed by Shedworks and published by Raw Fury, Black is one of eight unique titles featured at the Tribeca Games event for the first time at the Tribeca Film Festival. During my hour-long hands-on demo with the game, I learned quite a bit about what makes this unique exploration game so popular.
A classic story
Black First of all, a coming-of-age story. After a short loading sequence, I stepped into the shoes of the iconic Sable and was tasked with guiding her back to the nearby Ibex camp. Shortly after arriving, I learned that Sable was about to embark on her First Surf, an event that involved traversing her home planet’s environment on a fast and smooth hoverbike. . The Gliding is considered an essential adventure for those her age, and many other members of the clan have spoken of their own experiences with it.
Throughout this process, which includes simple dialogue choices and a bit of exploration throughout the Ibex camp, I have witnessed first-hand the game’s striking visual style. The flat, low-shade style contrasts sharply with the thin black lines that define most people and structures; When the sun rises or sets on the game’s desert world, everything turns to shade and changes color dramatically. It’s quite nice, if a bit busy sometimes.
As I began to explore around the campsite in an attempt to receive the goddess’s blessings and find the parts to build my own Surf bike, I felt how peaceful everything was. There are no enemies or battles, only quest and conversation objectives. It feels like that The Legend of Zelda: Breath of the Wild no enemies or Minecraft on Peace. When the focus on combat is removed, the environment and exploration becomes the same characters as Sable and her clan friends. While making my way in this environment is a bit of a chore, especially before I can reach a bike – Breath of the Wild-like the fitness system draining too quickly, and Sable’s running speed extremely slow – the blend of nomadic life and technology in the world makes me want to see more.
Thankfully, I didn’t have to run for long. Hoverbikes are BlackMy main mode of transportation, and I had to take a ride about 10 minutes in my demo. Movement is responsive and responsive from side to side, and the bike’s swerve makes it easy to ride around the canyons and high rocks of the Ibex camp, but it lacks the forward speed like I expect. (Probably because the bike I was given was a bit old.) After I received the bike, I completed a few quests with it, solving simple puzzles to find the puzzle pieces for my new bike. only me.
One of BlackIts main themes seem to be finding new ways to use old things. In a similar way, I can see that influences from other mediums have been put together to create something completely new. The quest and the navigation system reminds me a lot Breath of the Wild, while dialogue choices and narrative voices are more reminiscent of myths and old stories. During the performance, I found myself becoming very interested in BlackThe ideology of machines and gods – the beginning of the game implies that there are many mysteries and secrets for a player to dare to uncover.
The game is also full of small touches that make a big difference. No fall damage and no penalty for cutting a canyon wall with your bike (which I’ve done more than once). Soft background music changes depending on your location and activity. It all adds to the serene, almost dreamy atmosphere of the game.
With that said, I had a few problems during my time at the Ibexii camp. Mantlings and climbing objects can be cumbersome, especially if they are overhead. Poor Sable got stuck inside the rock once or twice. While the demo’s activities are varied – collecting hoverbike parts, catching beetles for a camp resident, etc – I feel as though the game is intentionally lengthening the experience through the games. unnecessary task.
One of the first items I received in the game was a compass, which functions as a hub to mark your quest. The compass was later upgraded with navigation, allowing me to set my own waypoints beyond those provided by the game. While I like the idea, setting your own waypoints is annoying, thanks to an unwieldy selection system. I just want to write down landmarks I need to visit – or better yet, just have the game give me waypoints.
My demo, which lasted over an hour, ended as soon as I built the bike that Sable would use for her Surfing. With the help of Sizo, a Mechanic who specializes in working with parts found around the game’s world, Sable built his bike and listened to it say its name, a sacred act. spiritual connection between humans and machines. (I won’t spoil the name here.) An impressive thumbnail and many great soundtracks of the game accompanied my journey back to the title screen.
Black definitely looks and moves like nothing else out there. The game’s beautiful day/night system, intricate details, and natural mechanical environment combine to draw you in and make you want to see more, as well as its unique story. If some of the smaller bends can be flattened, Black It will be a discovery not to be missed.
Black launches September 23 for PC, PlayStation 4, and Xbox One/Series S/X. Demo is available now on Xbox and steam.