That doesn’t deter me from playing though, so likewise it shouldn’t prevent you from hours of puzzle solving enjoyment. All the Portal themed items are already in place, you’ve got no control whatsoever over their starting position. I feel so uninspired by such an inventory that I was willing the game to throw new components my way after a chapter. The only negative long-lasting thought crossing my mind during my whole experience is in regards the materials at your disposal – scaffold and cables. Just like in the original game, it’ll let you view a stress test of the structures to enable you to pinpoint the weakest areas. When you are about to use an item, it shows the possible attachments you could do next and it’s a great bonus that ClockStone have included a button for it to auto lay down those extra pieces. There is an option to zoom though and this helps a lot with the finer movements, it just takes some getting used to. In terms of controls, they can be quite finicky to place the pieces in the exact position you want, at the perfect angle desired. The further you advance the more influence a minor error has on the outcome it’s the fine margins in this line of work that’s exciting. I’ll admit to regularly getting stuck as the difficultly ramps up, however, the failures haven’t pushed me over the edge as of yet. In total there are 60 levels spread out across six chapters, with each level becoming trickier than the last, to the point where tremendously difficult to construct loops or a load of crossing paths may be necessary to navigate a multitude of portal routes. Or you run the same simulation again because you’re sadistic, like me. It’s absolute carnage as vehicles fly through the air, narrowly missing each other at first, before colliding, seeing everything collapse and you being sent back to the drawing board. Some of the most entertaining moments come from the convoys though, especially when there are ramps, bouncy spots and speed boosting gels. Fortunately you can advance through the levels without fulfilling this objective, unless you want the extra Achievements of course. Upon successfully constructing a suitable path for the initial single vehicle transportation of Bendies, it’ll then require you to send a convoy of them thus ramping up the strain on the joints and almost certainly unveiling the many flaws of your design. I hadn’t even contemplated suspended bridges before checking that out, but now I have the expertise to build a rather stable one. What makes life easier is the in-game handbook of best practices for erecting solid structures, which is infinitely helpful, particularly for those unfamiliar with the physics behind it. And that’s a real bonus to help keep the frustration to a minimum and the fun factor high. But aside from the apparent loss of Bendy lives, there’s no punishment and no limit to the amount of money spent on materials to test over and over again. Trial and error comes into play massively as just the slightest tweak to a joint can make a huge difference in the chances of triumph. That mind of yours will constantly be put to the test. Can you send the vehicle headfirst into the back of a turret to avoid taking fire, or are there any cubes nearby to block the bullets? Have you worked out the trajectory of the bounce to ensure it’s going to make it back on to the road created? Will the angle of the path help to amass enough speed to fly over any hazards? I asked myself all these questions, sometimes in just the one level. Not only must you construct a route, but also figure out how the additional variables will alter the run through. Prepare for the influx of portals to reach the awkward exits, propulsion gel laden routes, sentry turrets to avoid and bouncy repulsion gel covered sections. Guiding a vehicle across bubbling acid via a simple bridge is merely the beginning thankfully, because let’s be honest, Bridge Constructor Portal would be pretty boring if it continued on in the same vein. It’ll flop without additional support, but it’s fairly easy to fix that early on in the game with your best friend – the triangle. You can’t just lay down a line of planks from start to finish though. There are a number of preset nodes to attach these components to, with the planks only stretching to a certain length, whilst the cables know no bounds. Want to win a 12 month Xbox Live Gold subscription? Enter now!Īfter being presented with the layout of each level, it encourages the use of scaffold planks, which you can toggle into becoming a solid road, and super strong cable to create the ideal route to the finish.
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