![]() ![]() The city looks abandoned after some destructive event occurred in her absence. When she finally gets there things are inexplicably amiss. Sally escapes her tormentors but crashes her bicycle, forcing her to find an alternate way back home. Everything seems normal, including the reminder that people are terrible when Sally is taunted and chased by a group of people in a car. GYLT begins with players taking on the role of Sally, a young girl who is putting up flyers for her missing cousin Emily. What awaits for us in GYLT appears to be something completely different just by reading the brief plot description and looking at the screenshots but it could be another worthwhile title from this developer. Having released other well-regarded titles like The Sexy Brutale and Deadlight, Tequila Works has established that they can create unique gaming experiences. Without a recognizable character or built-in user base this is a bit of a gamble but that is exactly what Tequila Works is doing with GYLT. Watch out for our coverage for the game, including a full review, around then.Launching a new IP as the sole exclusive title on a new gaming platform is somewhat of an odd decision. Toki Tori 2 hits the Wii U eShop later this month. And it looks beautiful, and sounds elegantly simple too. It’s more of a puzzle game than anything else. Unlike other games in its genre which get increasingly fast, frantic and frenetic, Toki Tori 2 invites you to stop, observe everything at your own pace, and then to do it at your own pace. As platformers work, it’s like nothing else on the market. Unlike modern games that force you to sit through painfully long, increasingly banal tutorials, Toki Tori 2 throws you into the mix, challenging you to observe everything around you, notice patterns, and then to work with them. The best part? It never explains any of the mechanics I listed above to you. Toki Tori 2 uses a variety of these sorts of puzzles in most situations, challenging you to think, and making you exploit your environment so that it works for you, as opposed to against you. You make the hermit crab move close to you, clamber on to it, fall to the other side, whistle again so it moves back towards the ledge, clamber on to it, and then onto the ledge that is now within your reach. Once the bird sees you, it’ll grab you and take you to the ledge. You have to catch its eye by singing, and you have to make sure you aren’t hidden by any sort of grass. ![]() Or there could be a bird above, a protective bird that carries everything it sees to its empty nest (a nest that is presumably on the ledge right out of your reach. What happens when the frog eats it? It ejects a bubble that envelops you and carries you to the ledge above. You have to find this bug, cause it to fall from its perch (usually on an outropping or ceiling) by stomping, lead it to the frog by singing or stomping, let the frog eat it. If there’s a frog there, then almost certainly there will be a little bug the frog eats nearby. It sounds simple enough, but how you solve it will differ greatly based on your immediate environment. Take that ledge puzzle up there I just mentioned. Keeping that in mind, you need to work with the environment. When you stomp on the ground, they either move away in fright, or just tumble away because of the stomp. When you whistle, things turn towards you and move towards you. This means that you need the help of the surrounding wildlife, you need to set conditions up just perfectly that you’ll get from here to there.Įssentially, whistling works to attract attention. ![]() There’s a ledge you need to get on to, but you can’t jump, and so it’s beyond your reach. But each of them has a range of consequences, consequences that you need to exploit to progress through the challenges the environment and the world throw at you. The three actions I listed above: walk, whistle, stomp- they are literally the only ways you can directly interact with the world. Mechanically, there isn’t a whole lot to explain. Its appeal, in the deceptive complexity underlying all that simplicity. ![]() Toki Tori 2’s genius lies in its simplicity. Five minutes of experimenting all by myself, and all of a sudden I get it. Most importantly and jarringly, for a platformer, I mean, I can’t find the jump button. That’s… great, I guess? None of the other buttons do anything. Okay, so A is stomping on the ground, but I don’t know what use that is. Like, okay, there were the developer credits, but then all of a sudden, I’m this pudgy yellow bird, and I have full control. When I first started Toki Tori 2, I was absolutely, thoroughly confused. ![]()
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