Friday, July 23, 2010

Rolando



Ooh, this is an easy simile -- Rolando is like LocoRoco.

This one got me bogged down. Or, rather, I got bogged down at this point, I guess. Not only did I actually have to do work at my job (crazy, I know) but also Limbo came out on Wednesday. So Wednesday was pretty much return home from work, sleep, play Limbo and then return to work. Limbo is easily one of the most beautiful games ever made, so it was a clear priority. Thankfully, Limbo is a very short game (this and it's inordinately high price are Limbo's only two failings) so it only knocked out Wednesday and I was still able to get a little sleep. ...Um, that means everything else can be chalked up to the fact that I find Rolando depressing.

Actually, I find LocoRoco depressing, so it's a sure bet that I'm going to find Roland depressing. I want to like these games! In theory they're exactly the sort of thing that would appeal to me. I basically like the art, the level design is fundamentally appealing, I generally like the concept and I even dig the music. I just can't stand playing these games.

After expressing this frustration to Lorna she said, "Why don't you just say that?" Which is great advice. So that's what I'm going to say. What I have said. Written. Whatever. Next paragraph!

Rolando is kind of extra depressing because the touchscreen stuff doesn't seem to work very well. I don't know if it's me or what, but once the game gets to the point of wanting me to tap to deselect the rolly guys and also tap to zoom in or pan around or whatever, everything goes to shit. To be blunt. I guess it could be just me and I should practice, practice, practice. But instead I'm going to go with no, no, no, fuck off.

So I'm done with Roland. And LocoRoco, if that makes anyone feel better.

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