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Paper Beast Review: A transformative VR-Odyssee - Pixel Reef - Video Peeling news, instructions, exemplary procedures, reviews and culture


The rite of spring.

Eric Chahi is back with a game shaped by passion, surprise, heart and beauty.

Years ago he made a game called Another World, but now Eric Chahi's stuff always comes from another place. He thinks about the same things to think about the other game developers - physics, cinema, Ki and VR in the fall of his latest - but I think he thinks everything on a fundamentally different way. He loves nature, but he also loves change, the jerky powers who disturb and transform. He loves myths, but he also loves volcanoes, tidal waves, the engines of the old memory. His gods can do amazing things, but they must ultimately work just as we all work within the narrow limits of elementary rules: fire burns, water sweeps away, earth and air can be both fine-grained and terribly powerful.

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Paper Beast review

  • Developer: Pixel Reef
  • Publisher: Pixel Reef
  • Platform: Rated on PSVR, PS4
  • Availability: Now available on PS4

I am suspicious of the idea of ​​the author, and Chahi always works together with a decent team, but there is no question that different topics occur in all his games. They feel personal, these games, like someone who returns to a favorite idea - and they often move think a little bit. Back with another world he created a hero, which was sucked into a foreign landscape by a computer screen. With from Dust he accused her, by manipulating earth, water, air and fire in a series of incomplete environments made progress. Paper Beast feels like a convergence and a reduction. There is less of everything - there are often VR - but the flavors you are used to are richer.

Turn on the PSVR and enter Chahis version of the Cyberspace - a place you encountered when a simulation you performed is going wrong. This place! It is spiky and wasteful and extremely colorful. There are Dali deserts and Sega sky. There are cliffs and mountains and dunes. And Jeepers! The world is alive, noble Jura beasts with bones of paper and gemstones, origami fast tiger and fast-horses, other things that are only ragged newspaper papers, or maybe it's neurons who look around in a mass of dendrites . These animals! Their aircraft from folded paper are reminiscent of the serrated polygonal creations of the early days of Chahi's career.

The first of these things you encounter is a quiet giant, big and wide with bleached eagle fern asses, where his head should be. Immediately in love I saw and looked like it's about me. The arched cathedral cover of his breast baskage encrusted the way Gaudi encrusted his buildings - broken glass and ceramics that were scratched together to create something that feels like coral it feels as if it had been built from glittering sediments and it was built and it Take centuries to do it. Is it animal or architecture? How could I ever forget this gentle monster?

It is initially overwhelming. You have fallen in the middle of an Ödland. But the movement is simple - I played with the dualshock and that is teleporting with a trigger, quick turning of a thumbstick - and the design is very good in leading it without making it obvious. A splash of sunlight encourages them to move forward. A mountain protrudes over them and asks them to look upwards.

Interaction is also easy. If an animal is not very big, you can take it with the other deduction and hold it to inspect it. With facial buttons you can bring it close to or send it into the distance, and it is also physics behind it, so you can grab something near and can really throw it, or you can see something on the horizon and tips it. In from Dust, God was a vacuum cleaner. Here you are not all of God and this time you got a fishing rod.

Ultimately, Paper Beast continues to explore the topics and practical aspects of from Dust, a game in which it was about to bring her followers from A to B over fatal terrain - lower mountains, cool lava, curb floods. In from Dust you did that by being powerful. In Paper Beast you make it by being smart and uses the animals that surround you. And while that means moving them back and forth and bringing them to do what they want, it also means taking themselves time to watch them and understand them and understand their relationships.

It is transformative - a game for your inner attenborough. A typical Paper Beast Level is not complicated. There will be a hurdle that you can overcome in the countryside, and creatures will be nearby that drift around. I think this is my favorite moment in every sequence. I am working on where I want and what blocks me, watching the wildlife and waiting for their patterns, moods and talents to make sense.

I will spoil an early. I'm deep under the earth and the way in front of me is blocked by a sand dune. Nearby there is a creature covered with paper-like hairtresses - a kind of benign horror show Dougal from The Magic Roundabout. After a while, I notice that Dougal's hair tend to dig through the sand when he moves - he leaves a ditch behind him. Can I curl him in the dune that blocks my way? Can I bring his hair to act like a huge brush and free the way?

Here are wonderful creatures - a kind of floating lamp, a sting, but for sand, a piece of whistle with two mouths and a real gift for the peristalsis. Ultimately, they all work for them, but none of them feel the feeling just to work for them. They all have a little character, whether they are an initial dislike, to move there where they want them, or a horrible nature in which they miss the target.

You have to use these animals in the course of the game, and they will think pretty much about it. Not because the game forces you to agree to his manifest, but because it creates scenarios where you sometimes just have to think about what you are willing to do other things to bring you what you want. For me, Paper Beast is a game about stress and the strange things that prioritize people, and above all over networking. Ultimately, you never really think of a creature for himself, but to a whole biosphere of them. You think about you in the context of the environment: How can I take these paper-like guys past strong wind? What do these beetles feel about water or ice? Why did I suddenly dig the power to dig trenches, and how can I bring these hunchful guys to make no longer sand dunes on a path I have to leave open? (There is a nice sandbox mode in the game, but the whole is a sandbox tbh.)

In a level, I stole the child of a creature because I wanted it to change his direction and follows me. Did it work? Difficult question. Technically, it worked - the creature began to follow me. But I could not live with what I did, so I invited and tried a little less terrible. This is a pretty stunning thing for a game - I'm on the pastest when I'm trying to solve a mystery in a virtual room. It is something to bring me to do something more time consuming without imposing explicit consequences in the game.

Because it is VR, you really live with these creatures. You are exactly there in the same room as you. If you are connected and free you, you are really the one who makes the liberation. If you're up high and the way is treacherous, it feels really treacherous. This is a landscape full of fantastic surprises, but VR helps you feel substantial and convincing. During the game, you can see this world from some surprising angles. This is a game with a sharp eye for a feeling of amazement.

What an abused word, wonder. In Chahi's world, the miracle is never empty or banal - it is never just awe, which can open with mere size or volume. Chahi's games guide you from A to B because it's about the tyranny of time and change the conditions irrevocably. It's about things that live side by side but do not mix - fire and water, the analog and digital, things that can not compromise and simply have to coexist in combative stages. He loves the natural world with an awe that contains a healthy amount of fear.

I honestly dones me. These creatures and this world have made me a subtle way differently. I will not forget her or the feeling of the fascination in nature and attention for its own actions and behaviors that form the heart of this game. Sometimes you sometimes and Paper Beasts could be confused with something like Journey - they cross a landscape and transform themselves. But there is no sense of focus tests I always got from Journey, no sense of beats that were only developed to extract a certain answer as intelligent as possible. Paper Beast has certainly brought me to feel things, but I was able to lead them through the whole cluttered thinking process that the game allowed. It brought me to think, but it clearly allowed me to draw my own conclusions. In his last sequences, it was deeply unsettled me, which in my opinion is a very big compliment.

I played amazing things in VR, and with the best games is a certain sadness connected. These games are so transporting, so transforming that you want everyone you play. But a reason why they work so well and do so much is that they understand the nuances of the technology - they must be VR, which unfortunately means they will be a niche. You should, however, do what you can play Paper Beast, just as it is worthwhile to play a very good port to play from Dust on Steam, as well as it was worth in Economy Eleven hours, the Bradbury Building to see. Chahi has always made things in his way. In the VR he made a relative spirit.

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