Gameplay Of The Game Thumper See
Gameplay Of The Game Thumper See. Regarding control, Thumper couldn’t be simpler. As stated, the experience builds on this mechanical beetle at high speed on a rail, whose player action boils down to react to individual events in rhythm, as well as perform maneuvers to avoid or take advantage of obstacles that arise along the way until, finally, you can find the great final boss. In fact, taking the opportunity, the game divided into nine stages, each of which is responsible for presenting a new functionality which will be the central theme of her and that will be incorporated into the following steps.
Therefore, the difficulty of the game grows as you travel within the sectors of each phase are 11:00 pm each in two ways: the first is that there is a gradual and steady increase of events such as curves, obstacles, jumps and deviations; and the second is that this variety will add each new functionality presented in an increasingly intense pace. Thumper does not create those moments of relaxation, or allows the player to feel too comfortable. Even the simplest element learned in the first phase you can end the day in the blink of an eye.
At this point there is the possibility of an absolute frustration since the learning curve required by the game is pretty steep: grows quickly and sometimes exaggerated to the point of creating a gulf between the domain in one phase and the failure in the next stage. The reward for the effort and learning is almost ignored when the game is at all times, violently and impacting, remembering that each curve could all end. Of course, the possibility to come back and play each phase due again is an essential element to which the player can improve, apart from always seeking excellence, resilience and the perfection of the S ranking of each sector. Even so, some jumps are too big and can discourage, especially the way the game requires the player to the point of physical and mental exhaustion.
The fundamental issue is that here there is the apex of the first concept of the difficulty levels of the game theory: easy to learn, difficult to master. Every move seems natural when presented, something fun to be explored. Less than 15 seconds later, that you can show the new player’s nightmare when together with so many other rapid responses to be given. Challenging, for sure. Demanding too much. Thumper is a conceptual and abstract games that remind us of the essence of classic rhythm games that require quick action, survival instinct, the need of overcoming limitations and obstacles, the pursuit of perfection and that hint of involvement by the experience. A game that abuses of elements of action and psychedelic aesthetics and holding a high and constant level of tension.
If there’s something to point out how wrong is that the game becomes too much time exactly for your proposal more conceptual. The experience ceases to have that feeling of oneness when seems to extend too much, requiring the player to a level of wear and tear that anything would lose with a shorter game and goal since he ends up requiring many times the same thing. There are still some problems that could be avoided by the excess, as the player lose visual reference of the obstacles for a split second when hit, but it’s something that in no way influences the experience.
Available for PC and Playstation 4, the game seems to have even more potential hallucinogen for PSVR and the Rift Valley. For those with a weak stomach, maybe it’s not a good thing. For others, the recommendation is never to try to enjoy Thumper with little sound or move around. Is something to be experienced with the maximum of attention obvious and sound, when the player can feel the force of the rhythm and visual synergy.