OrangeRKN wrote:deathofcows wrote:The notes are rubbish mainly because I think they're rubbish in every game ever...
I think reading notes isn't a great way of getting it across, but I like the world building and lore quite a lot! It's an interesting setting for sure. That said I think just the cairns might be my favourite "collectible" because it's the finding of the collectible, not the collectible itself, which is rewarding and the cairns are both easy to spot (without needing the on-screen icon that readable notes have) and don't take you out of the flow of the game otherwise, being a very quick interaction.
What I'm really liking about the game is the chain of actions it keeps requiring of me, and while its a long way from the possible extreme of difficult puzzle-platforming it could be (which with polished up controls in another game I would probably love) it's probably the furthest still I've seen it taken with this flavour of climbing-platforming. It's like when playing Uncharted 4 there's this briefest of sections where you're not just auto-clambering but timing a jump off a slide and then hitting a piton into a wall and it felt like a what-could-have-been of Uncharted platforming as proper platforming, and Jusant is actually delivering on that for me, moreso than Uncharted or Tomb Raider or Assassin's Creed. Just seeing that you need to climb somewhere to place a piton to lower yourself back down and swing across somewhere else (as a relatively tame example) and then executing that is really satisfying.
Your 'tame' example I think is the
main example of the game's appeal - sort of its core loop of engagement and involvement. And ensuring that pitons can be placed anywhere, and the rope length can be so easily adjusted, gives it that slight analogue flexibility that makes the core loop rewarding. Jusant's traversal pattern of going high, piton, then actually going
lower to wall-run and progress laterally is a nice knight's move zig-zag and as aforementioned probably the game's most unique (to me) pleasure.
Though I found it sometimes a bit light and weightless, I would say the slightly loose/sometimes-cumbersome alternate gripping climbing itself adds just the right amount of scuffy, non-slick-ness to make things feel a bit more engaging and involved without being too finickity or unreliable. Like even the insect-stones (which I thought was a great idea!) sections were probably satisfying to finish because they were a bit messy and suitably organic.
I am not familiar with Uncharted so can't compare it. An aside: I actually really like the grapple-hook wall-run-and-jump action in (e.g.) Tomb Raider anniversary! It's not quite the same of course (and I am an Anniversary fan fan).
I agree with previous comment about lack of haptics though (or much rumble in general) - a little tug on the controller can do a lot for feel.
Anyway I finished the game. Enjoyed it and glad to have played it. And was surprised at how many of the discoveries I'd missed en route - even went back and did the first section again.
Also I quite like the shells thing, letting you hear evocative environmental sounds from the time and so on! Better than the naff notes (obv)
Small neggy nitpicks that didn't stop me enjoying it overall!:
Anyway I liked it.