Nothing Ever Remains Obscure Sees
Nothing Ever Remains Obscure Sees. One of the greatest strengths of N.E.R.O. is the construction of this lush Island full of content even though a person interacting with you. The giant monuments, the waterfall that follows a river to a small village, the different changes of scenarios that guide the story and virtually all the island’s bioluminescent ecosystem bring life to the game in a way kind of interesting by also bring questions to the table, as we have jellyfish the size of airships in the middle of the starry sky.
The creativity of the Studio is evident in the creation of this world, which seen through the eyes of the child, and takes her to mystical places but lugubrious, like cemeteries and abandoned hospitals, flirt subtly with horror elements to create a climate of tension, a sense of fear. Another factor is the excellent soundtrack, complementing the theme and appearing in moments where it is most needed. The CG cutscenes are nothing short of spectacular and appear occasionally to Crown impactful moments and discoveries. The fauna and flora of the game give a concert here and show that there was a lot of affection in the creation of the world and the creatures living on it.
But unfortunately, all this charm has just interrupted by some problems: framerate drops, darkness and the gameplay itself, concerning character movement. For a game in which the core of the gameplay is walking, N.E.R.O. could do better, because the slowness of the character is weak it seems like you’re always walking in quicksand, which forces you to hold the run button during the entire route to get a little more speed, but which is not yet satisfactory. Of course, this is not a unique problem: Everybody’s Gone to the Rapture also suffered from it, which raises an interesting question: in a time where fluidity and 60 fps rule, because the hell games where all you can do is walk continue offering experiences so sick? Journey managed to dribble it masterfully, thanks to soaring skills and “surfing” in the sand which made everything more dynamic and fun.
The ubiquitous gloom can also end up being problematic, especially when you search the (tiny) pieces of collectible photos that scattered around the game. Other than that, still frequent framerate drops roll, which ends up slowing down the performance of the game later in the point of worrying. CONCLUSION: N.E.R.O. Had a lot of potentials to be a game interesting and engaging, he could conjure up a genuinely moving story around a captivating and mysterious world. However, after completing it, I saw that this world was not for me: I couldn’t feel half the enthusiasm that the game wanted me to feel when you walk through that deep bioluminescent forest just because he failed to generate any empathy in me.
Still, have questions which not answered, but this is not a problem for me: Hyper Light Drifter is an example of how much I love cryptic stories that do not have the intention to explain each excerpt of what happens. However, with N.E.R.O. just didn’t feel attracted to his narrative and the few times when I was amazed by the universe developed by the team of Storm in a Teacup were quickly spotted by performance issues. Despite the technical problems, I think the biggest problem here is the plot that I got to know more about the family and not on a civilization that inhabited that world. The world of N.E.R.O. Needed more personality to become endearing. N.E.R.O.: Nothing Ever Remains Obscure speech available for PC and Xbox One and PS4.