Child dreams, adult reality
The work of Heavy Spectrum aims to offer a unique adventure, where the sense of freedom and discovery becomes the bearer of messages and deeper themes like hope, detachment and growth, by drawing a “training game” that is in the life of each one of us.
In the role of a little girl (or child) you will be pushed to enter alone in a silent world, suspended between the plumbean and muffled nembe of a boundless sky, dotted here and there by strange structures. Once you enter this world, you will discover the possibility of turning you into a dragon (different from Western fantasy representations and closer to the Chinese), a beast absorbing
strength and resistance from the clouds. As you discover the origins of what surrounds you, you will come across metaphors that delineate life splits, dramatic moments, and themes that will eventually be understood by those who want to dig deep into the deeper messages that developers have left in game world. But do not expect anything to really leave the mark.
As you will see, this is a very contemplative title, where gameplay elements are reduced to the bone, without however presenting the minimalist exaggerations that could keep away from a game that still deserves a minimum of challenge. The challenge, which is, among other things, rather soft and difficult, in spite of us, by a bizzy camera that is particularly anarchic at times when it s
hould be solid and controllable without problems. We are talking about the clues, the best of the whole game; those, in essence, where you have to “face” the titans of the heavens: when flying like a dragon you will have to overcome the wind force that drives you back, making you cappuccino and losing contact with the mini totems to be disenchanted, the camera goes cra
zy, rotates without notice and often suddenly shifts the shot you are trying to put in order to prepare you for violent folate. At some moments, this becomes frustrating and could make you lose patience, because it is a dynamic thing that does not depend on the player’s ability but from the developer’s negligence.
Fly like a dragon
The clashes consist in the disenchanting of some strange mechanisms of light as it moves from one point to another, sometimes passing to the childhood form, in order to reach areas where the
dragon can not always approach. It is a duality that works, which gives good fruit when it tries to mix action steps to more than puzzle games , creating a certainly successful marriage but also undermined by the overly simplevisual puzzles that even an infant could solve without fluttering.
Beyond that, which is the highest point in the whole production, you will have to collect seven hundred and fifty bright blue globes a
s you move between the clouds, limping the monolithic black structures where you can finally spend a small part of the above globes and return children, to activate the checkpoint pointing to the next tower to reach. Gathering over the seven hundred blue balls is a very tedious task and all of a nonsensical addition, since to end the story there are onl
y one hundred and fifty; you will not have any kind of stimulation, and this ultimately requires you to dilute the gaming time enormously, probably up to 7-8 hours overall. In fact, if you think about the only main purpose and you’ll be straight without letting you be seduced by the “complete” challenges, you could get to the queue titles in about three hours less.
Dragon formwork can move you long
and wide, accelerate and form a circle that, like a sonar, shows you what’s in the distance for a few seconds. Orientation is by no means easy because of the chromatic uniformity of the environment – skinny and generic – that only offers ve
ry few points of reference. To regain lost strength you will have to touch the clouds, but finding other color spheres you can increase this parameter and increase the ability to attract globes to you. The game is really all there and you will not have great reasons to excite yourself or stay entertained for a long time, because the
developers have not really done anything to give you a real reason to complete the secondary goals. When you complete Oure, the new game plus will be unlocked and you can return to the gaming world to pick up what you miss, as long as you have the urge to do so.
Even technically, Oure does not cry to the miracle: the colors are kneaded, the structures too vague, anonymous and molded without the slightest artistic flair; everything seems too poor and comparison with other games of the genre is unclear.