|
||||||||
![]() |
|
|
|
|
The quickest way from point A to point B: a straight line. But with LIT, it’s far from being that simple. The Wayforward-developed WiiWare game concerns a teenager named Jake, who’s searching for his girlfriend inside their high school. The couple became separated after an ominous darkness consumes the entire building and freakishly sucks away any living being who crosses into shadowy boundaries. Thus, equipped with a flashlight, Jake must search for different energy sources -- such as lamps, motion detectors, computer monitors etc. -- to illuminate his way from classroom to classroom. visuals While presented in a top-down style to showcase an overview of each classroom, LIT actually is rendered in full 3D. This allows for a quick over-the-shoulder look that becomes integral for gameplay -- with the slingshot and cherry bombs -- and also demonstrates an impressive lighting system. Instead of the shadows just disappearing, small, creepy creatures sprint for other dark areas whenever beams of light hit the blackness. This small touch livens up the atmosphere and produces a few unnerving goosebumps, too. While the technical aspects shine, character design leaves a bit to be desired. Jake, for instance, appears rather generic, sporting a black hoody, dark hair and an emo-type attitude. Nothing about him is memorable, which makes one care less about his story. audio Haunting melodies fill the air with more inspiration, with a slow and steady presence that fits the game’s mechanic well. The only problem is a lack of variety in the soundtrack, which leads to some repetition. But that small complaint is tossed away by the superb sound effects. Much of the game is spent breaking windows and tossing cherry bombs, which both erupt with a fulfilling shatter and pop. gameplay Although wrapped in a horror package, LIT acts more like a classic puzzle game with loads of trial and error. Figuring out methods to maneuver Jake to the next room is the goal, with more than 20 levels separating him from safety. The game’s difficulty curve ramps up nicely, with certain levels devoted to understanding new items. For instance, one room revolves around learning the intricacies of cherry-bomb tossing, which becomes a key ability in later stages. The levels present a plethora of intelligent obstacles, whether it’s breaking two windows with a cherry bomb or using a TV remote to switch on different monitors. But a few problems do arise. For one, Wayforward implements a light meter that bars Jake from using too much light. This constraint forces players to be more resourceful -- which in itself presents challenges -- but seems rather odd considering Jake’s circumstances. It’s also frustrating to have to backtrack to turn off one lamp before advancing forward. The main problem, however, is the button layout. The developer obviously wanted to keep things as simple as possible, as a context sensitive A button operates Jake’s flashlight, turns on and off light sources, as well as picking up items such as slingshot pellets. This leads to numerous frustrations, where one is merely attempting to scope the surroundings with the flashlight, yet is too close to a lamp and mistakenly shuts it off and commits suicide. On the opposite end of the spectrum, IR aiming handles wonderfully. Pointing on-screen to wield Jake’s flashlight feels natural, almost like an extension of one’s hand. multiplayer None. overall LIT showcases some rather novel puzzle aspects, while simultaneously remaining shrouded with horror and darkness. This creative approach leads to some challenging and intellectual level designs, a quality audio presentation and a well-crafted flashlight mechanic... All the more reason that it is bang-your-head-on-a-wall aggravating that a context-sensitive button and silly meter can hold it back as much as it does. But don’t let these few faulty areas conceal the entertaining, albeit rough around the edges, experience that LIT offers.
|
|
|||||||||||||||||||||
|
||