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While still on the topic of the actual mechanics there's a few areas where you have to retrieve items from behind patrolling enemies in the most basic way possible, by hiding in the background until they pass by and then waiting for them to come back. I'm not sure what the dev could have done to make these more interesting as if you've ever had any interest or experience with logic problems it should take you all of 3 seconds to solve these (a few I didn't even take the time to understand and could just solve by jamming my fingers on my keyboard until the door unlocked by sheer chance) but to restate it really doesn't matter as the game's use of depth and physical perception is such a breath of fresh air that it usually takes up your entire attention span, and is almost always utilized in fascinating ways that make you feel very clever for thinking of. The sheer ingenuity and creativity shown by many of the mechanics and more abstract puzzles is nothing sort of breathtaking, which offsets the sad truth that most of the more physical puzzles you'll need to solve are very ancient and basic logical conundrums like moving several objects of varying size from one end of a path to another and the like. I’ve beaten each level in the game twice, but I’m still missing 4 achievements and they’re all of the “beat the level or the puzzle in X amount of time” type.I started out enjoying DARQ and by the end I fell in love with it. There are quite a few instances where you have a (pretty strict) timelimit to solve a puzzle and while that’s fine, it does make the game less accessible. If there’s one thing I can hold against the game, it’s the overreliance on timing based puzzles. It’s a good motivator to replay a level as outside of experiencing the wonderful adventure a second time, there normally wouldn’t be that much replay value.
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The really clever (and fast) players are also rewarded, with some achievements requiring a quick playthrough and others asking that you solve puzzles without a single mistake. The first few levels were simple enough, I only needed to remind myself that I had the ability to walk up walls (you’d think that would be a revelation important enough to remember), but I have to admit I got a bit stumped by the penultimate level and The Crypt DLC and had to resort to a guide to get through them. You’ll need to train your memory, recognise patterns hidden in plain sight and backtrack through the levels with newly acquired items. It’s also the level the design that makes the puzzles a bit harder to solve that you’d initially expect. This level: 🏆 #DARQ #DARQCompleteEdition #IndieGame #XboxShare /HqyfvYeAk4- BloodyGoodReviews™ 🌝 The Outer Worlds ⚙️ DARQ April 2, 2021
#Darq train series#
On the 25th of March, developer Unfold Games released the next-gen “Complete Edition” of DARQ unto the PS5 and the Xbox Series X|S (now with the help of publisher Feardemic ) and since I was looking to get some value out of my new hardware, I thought I might as well dive into this nightmare. At some point DARQ even made it to the Top 50 most wishlisted games on Steam (and yes, that includes AAA titles) so I guess the numbers back up his strategy and skill. I applaud his strong will and it became evident that the developer had a clear vision that he wasn’t willing to budge from. I had read a few articles about the game and its developer, because it made the headlines with titles such as “solo-developer turned down over 12 publishers” and “DARQ developer turned down exclusivity offer from Epic Games”. With grim aesthetics that reminded me of Tim Burton movies like Corpse Bride and the levels rotating and flipping around with incredible animations and audio design, it got pinned as a “must-play” somewhere in the back of my head, yet managed to stay in the review backlog until now. When the world really does revolve around youĮver since I first saw clips of DARQ being shared on Twitter, it had me hooked.
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