![]() ![]() You'll then be redirected by EKO to another area which has the necessary upgrade for you to surpass the impasse. You have a very linear progression in which you'll be presented with sudden insurmountable obstacles. Gameplay wise, JSP's core experience can be compared to those point-and-click adventures of old. It is things like these that create a very enjoyable mood in the game. Or that to takedown a creature like the 'Sproutlook', a hostile plant with a giant eye, it requires a melee attack which involves an animation in which you poke it in its massive eye. For example, I found humorous the fact that Kindred essentially strands you on the planet - giving you only the fuel for the way there - and making the fuel to get home one of the in-game collectibles. ![]() As well there were many smaller elements, connected to gameplay, that garnered laughs (or rather smiles) from me. Reminiscent of GLaDOS from Portal, the AI's general disregard for the protagonist's life and its minimizing of the player's dire situation do bring comic relief to the game. Though both schemes are funny the first couple of times, they get repetitive.ĮKO, whose voice accompanies you throughout your adventure, instead manages quite well to keep the game lighthearted. Others instead simply depend upon presenting extremely absurd goods and services. ![]() Sometimes, they take a hot issue and then proceed to depict a future in which the problem has reached grotesque heights (the comedy being in the magnitude that the problem has achieved). Although discussing very topical matters, many follow the same scheme. Meanwhile, the ads and spam you can listen/read while in the hub area get old quickly. I was very indifferent to all of Tweed's bits, his eccentricities not being enough to elicit a laugh. From Tweed's video messages and EKO's constant commentary, to the spam email and TV ads played while in the hub area, the game is laden with comedy. Again, the solution is handed to you (as well as undermining the whole “exploration and adventure” aspect of the game).Īn important aspect to JSP's narrative is its humorous overtones. Similarly, the second you meet an obstacle, EKO will reveal to you immediately the location of the upgrade shrine needed to overcome it. The game presents you with a mystery, yet many details are seemingly conveyed by messages from your CEO or your AI companion EKO without you actually having to investigate. What however I did find a bit disengaging narrative-wise was how the story constantly progresses by deus-ex-machinas. And the alien world you are presented with is filled with interesting landscapes, creatures and vegetation design styles (they felt a bit like Jumanji on acid, an appealingly 'pulpish' characterization of outer space). Space and odysseys just go well together. I found the narrative framing of the game very appealing in itself. With this task in mind you are sent on your own personal little odyssey, full of detours and hostile encounters, before you meet the conditions necessary to get into your intended destination. You are ordered by your eccentric boss - CEO of Kindred Aerospace Martin Tweed - to investigate. However you soon realize (from the massive tower that stands above in the air from where you landed) that you have been preceded by other intelligent life forms. That is, you (the unnamed protagonist) are sent to the apparently uninhabited planet AR-Y 26 to chart its suitability for human colonization. The main story premise centers around the anomaly that manifests in your mission. ![]()
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