The Fox and the Grape
The story of Super Lucky’s Tale is really very simple and, given its tenor, can only be addressed to a young audience. Do not be too tricked by this, because it’s a title that can be somewhat hoarse, especially during some particular sections useful to the total completion of the game.
In this adventure, Lucky and his sister Lyra have to save the world from the clutches of the infamous Jinx cat, hindering his craze of magnitude and preventing him from gaining access to a book that can rewrite history. Lucky will sacrifice for a just cause and will find himself catapulted into different worlds ideally subdivided into levels, with the last of every macro area overseen by a boss.
The variety is discrete and there are several variants to the usual formula: in addition to the exploratory phases set in the small sandbox worlds, you will have to face lateral sliding sections, others with visuals on the other, others that seem to weight by a endless runner and th
ere are even the most motivated moments or some puzzles.
Your goal is to collect as many leaflets as possible in order to smooth the progression, open the doors of the blocked areas and try to meet all the requirements required to have no sudden setbacks. It works a bit like in Banjo-Kazooie and in most
platforms, but in this case you will see only the four-leafed four-leafs, which are ninety-nine, and not the ones useful to overcome the area. You will then have to go for a look and look for them, aware that some are well hidden and complicated to reach, while oth
ers are available within the levels, precisely four per each. The first one will be obtained by simply passing the area, the second one finding a detached area (usually located underground), the third accumulating three hundred coins and the fourth, finally collecting the five letters that make up the name of the protagonist.
This structure, along with some sections in 2.5D, resembles a series like Donkey Kong , and in fact these are the most successful parts of Super Lucky’s Tale ; when you have to move freely within three-dimensional environments, some problems arise.
Free, but not enough
In Super Lucky’s Tale you will not be able to move the camera to three hundred and sixty degrees as it is customary in almost all modern titles; Conversely, you can just move it to the three directions provided by developers. This, on a platform, turns out to be a wrong choice and at the same time a major mistake because it tends to give a false impression of depth.
Just to make some example, when Lucky has to jump on balloons and on self-propelled platforms, the player who has to check whether the shadow is at the exact landing point, happens to miss your goal and fall into a jarring. All this needs to be added to the controls that are certainly reactive but show, at least in Lucky’s animations, some clumsy too.
It’s a matter of habit before you can take the measurements of the game, no doubt, but switch from more illustrious genres to a title that in this respect makes you jump back several generations , is not a pleasant feeling at all.
Lucky can jump and run a shy
double jump, hitting the enemy’s tail and knocking them off on their heads, diving into the soft ground to advance undisturbed or avoid otherwise unstoppable dangers: a series of moves that are a source of simplicity and all Immediate, and on the other hand, Super Lucky’s Tale certainly does not want to complicate your life, in that sense.