Terraforming With Style – Son of Nor Review

<p><span style&equals;"font-size&colon; large">I can best explain the impact of the Steam Greenlight scheme by comparing it to Nicolas Cage&&num;8217&semi;s filmography&period; Most of them are pretty awful&comma; like Bannock Dangerous&comma; Weather Man or Left Behind&period; Then there are those very few titles such as Con Air within all of the garbage that sets itself apart with greatness&period; <em>Son of Nor<&sol;em> has wowed many with examples of its dynamic and organic gameplay&period; It&&num;8217&semi;s bound to become big within the indie crowds&comma; and sets its sights on a larger crowd with its intelligent and dynamic gameplay&period; Does it break the mold or does it end up being The Wicker Man&quest; My eyes&excl; Let&&num;8217&semi;s see&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-size&colon; large"><em>Son of Nor<&sol;em>&&num;8216&semi;s narrative takes place within the world of Noshrac&comma; a harsh desert world where humankind is close to extinction&comma; thanks to the Sarahul Empire&period; Players take control as the Son of Nor&comma; a human mage who is able to control the natural elements with the help of your powerful telekinetic abilities&period; The main story kicks off with the Son of Nor dreaming of the end of humankind&comma; and of your people&period; He sets out to discover a way to avoid war between you and the lizard people of Sarahul&period; The story is nothing that grips or immerses to a high standard&comma; with little character development or depth&comma; you often feel that the story is just there to enclose the dynamic gameplay&period; The progression of the narrative is fairly generic feeling&comma; and won&&num;8217&semi;t stand out among the rest&period; I felt that story could have been more engaging and delivered something that felt as engaging as the gameplay&comma; and still stuck with a fairly modular fantasy tale&period;<&sol;span><&sol;p>&NewLine;<figure style&equals;"width&colon; 806px" class&equals;"wp-caption aligncenter"><img src&equals;"http&colon;&sol;&sol;images05&period;futurezone&period;at&sol;Cinder&percnt;2BValley&percnt;2BNight&percnt;2B37&period;png&sol;fuzo-slideshow-slide&sol;72&period;895&period;313" alt&equals;"" width&equals;"806" height&equals;"429" &sol;><figcaption class&equals;"wp-caption-text">Prevent war &&num;8230&semi; by killing your enemies&period; Smart Move<&sol;figcaption><&sol;figure>&NewLine;<p><span style&equals;"font-size&colon; large">The game looks pretty enough&comma; nothing that&&num;8217&semi;s for next gen&comma; but I understand that it&&num;8217&semi;s an indie game funded through Kickstarter&period; Same goes for the small graphical glitches&semi; they&&num;8217&semi;re passable&comma; as they don&&num;8217&semi;t ruin the experience&comma; neither do they break the game&comma; but may lower the immersion as they do happen often&period; Enemies also turn into a sand color when they die&comma; as though their textures were removed&comma; slightly odd and not too pleasing on the eyes&period; <&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-size&colon; large">Gameplay is a big part of <em>Son of Nor<&sol;em>&&num;8216&semi;s charm&period; The game has a dynamic approach to interaction and delivers interesting objectives and puzzle elements that work effectively well with the core mechanics&period; You&&num;8217&semi;re able to terraform the environment in order to traverse obstacles&comma; prevail in combat&comma; and for solving puzzles&period; This is a great means of immersing yourself into the game&comma; and one that feels truly exceptional in terms of players interacting with the game world&period; As I said&comma; <em>Son of Nor<&sol;em> allows these interactions to benefit elements such as combat&comma; for instance&semi; using fire on a number of flammable objects to act as a defence or means of attack&period; Terraforming the sand allows you to build barriers&comma; traps&comma; or slow down your enemies&comma; again&comma; a great way to create diverse gameplay&period;<&sol;span><&sol;p>&NewLine;<figure style&equals;"width&colon; 816px" class&equals;"wp-caption aligncenter"><img src&equals;"http&colon;&sol;&sol;www&period;theaveragegamer&period;com&sol;wp-content&sol;uploads&sol;2013&sol;05&sol;Son-of-Nor-Lift&period;jpg" alt&equals;"" width&equals;"816" height&equals;"409" &sol;><figcaption class&equals;"wp-caption-text">Them Bones&excl;<&sol;figcaption><&sol;figure>&NewLine;<p><span style&equals;"font-size&colon; large">You can control a number of objects with your powers in <em>Son of Nor&comma;<&sol;em> and use them to solve a great number of puzzles&period; Feeling more organic and energetic than most games that just would allow players to instead throw a switch&period; Here it&&num;8217&semi;s more reliant on your own skills&period; Using your powers to swing a huge wrecking ball&comma; move a number of objects to form a bridge or combine powers&comma; such as wind and fire to set fire and destroy a barrier expands the variations of puzzles and objectives in the game&period; At times&comma; there&&num;8217&semi;s a bit of repetition in using a simple maneuver for a small obstacle&comma; such as throwing wind to open a sealed door&period; This happens a little too often within a short space&comma; and feels a little lazy&period; Like if Isaac Clarke in <em>Dead Space<&sol;em> had to hack a door half a dozen times within a span of ten minutes&period; The doors shouldn&&num;8217&semi;t be there&comma; or at least better use of the powers can&period; <&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-size&colon; large">Boss battles are intense and engaging&comma; like something from <em>Phantom Dust<&sol;em>&period; Sadly&comma; the remainder of combat sections are rather dull and extremely repetitive for the most part&period; Later on in the game&comma; it focuses a great deal on extremely repetitive combat&period; An example of which would be six to eight enemies fighting you&comma; plus you have no weapons&comma; rather you must pick up objects and throw them&comma; plus heavy enemies and&sol;or archers who fire arrows like their bows are submachine guns&comma; plus only being able to pick up small crystals and little else in most parts of the game equals bland and repetitive combat&period; There are moments where the world offers a diverse range of items to use in engaging battles&comma; but a majority of time is often picking up a rock and throwing it at an enemy and repeating on every enemy until they&&num;8217&semi;re dead&comma; and do the same again a few moments later when you enter the next room&period;<&sol;span><&sol;p>&NewLine;<p><img class&equals;" aligncenter" src&equals;"http&colon;&sol;&sol;www&period;spieletester&period;com&sol;wp-content&sol;uploads&sol;2015&sol;03&sol;son&lowbar;of&lowbar;nor&lowbar;01042015&lowbar;4&period;jpg" alt&equals;"" width&equals;"815" height&equals;"437" &sol;><&sol;p>&NewLine;<p><span style&equals;"font-size&colon; large"><em>Son of Nor<&sol;em> does give a great deal of interaction with the outside world&comma; but sticks to low level platforming inside a majority of temples&comma; such as avoiding the fire of mounted turret&period; Often the game won&&num;8217&semi;t allow you to pick up an object as a means of cover and move to protect yourself from fire&period; This gives more into the vein of platforming gameplay&comma; and that&&num;8217&semi;s not as fun&period; <&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-size&colon; large">The stealth aspect of gameplay is one that feels underdeveloped&comma; and in all honestly not needed at all&period; It never uses the more interesting mechanics of the game&comma; and instead relies on nothing more than hiding in the shadows&period; For these segments as well&comma; the game often restricts your movement&comma; feeling as though you lack control or freedom in your actions&period; The game would of benefited from an open world feature&comma; or focusing on more intense combat encounters with single larger enemies&comma; or small groups where there are a multitude of ways of tackling your foes&period; The game has good boss battles and puzzles&comma; but lacks anything that&&num;8217&semi;s epic in many respects&period; I also have a small complaint on the navigation system&comma; which to me&comma; does not work at all well&period; You get a waypoint to guide you&comma; but in many instances&comma; it&&num;8217&semi;s rather confusing in showing you the path that leads you there&period; It&&num;8217&semi;s just a blue dot on the screen&comma; and if your objective is quite far away&comma; chances are you&&num;8217&semi;re going to get lost very quickly&comma; and often&period; <&sol;span><&sol;p>&NewLine;<p><img class&equals;" aligncenter" src&equals;"http&colon;&sol;&sol;media1&period;gameinformer&period;com&sol;imagefeed&sol;screenshots&sol;SonOfNor&sol;SonofNor&lowbar;003&period;jpg" alt&equals;"" width&equals;"816" height&equals;"428" &sol;><&sol;p>&NewLine;<p><span style&equals;"font-size&colon; large">The one thing that also benefits from the dynamic gameplay is multiplayer&period; A huge amount of fun is to be had with two or three players&comma; working together to battle various enemies or powerful bosses&period; I also highly enjoyed the PVP mode&comma; which focus on combat between two players&comma; creating the same feel as the engaging and epic battles seen in single player&period; The PVP mode delivers an experience unlike many other versus multiplayer games&comma; where a player&&num;8217&semi;s resourcefulness and use of the environment is the key to winning&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-size&colon; large"><em>Son of Nor<&sol;em> is a rough diamond&period; A great concept with moments of brilliance&comma; but often settles for the low key or bland moments that underuse the game&&num;8217&semi;s most interesting mechanics and features&period; Regardless&comma; the game is a great deal of fun and multiplayer is a sheer joy&comma; thanks again to the huge amount of player interaction&period; I wished more games would be daring and try new methods of interaction between the game world and players&period;<&sol;span><&sol;p>&NewLine;

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