Well I've been anticipating Eternity's Child for a while now simply because of the gorgeous art style. I saw that it was released on steam yesterday and remembered that it was going to be released for WiiWare (the whole point this post is in the Nintendo forums) and had a difficult time deciding whether I wanted to wait for the WiiWare version or go ahead and get the Steam version with 10% off (just $.50 I know but oh well). I broke down and bought the Steam version because I thought it may be graphically superior, and I would rather play it on my crisper computer monitor... oh and of course it was released sooner. Trying to hold out on a brand new game that you have been anticipating can be very difficult if it only costs $4.50!
As for the game: I would have to classify this game as a mouse and keyboard platformer (which works great for Wii too!). I plugged in my Logitech USB gamepad because I thought that a platformer would feel more natural with a D-pad; well I have to say I was wrong, the mouse is used as a pointer (heart shaped with wings no less) to which right click is assigned a power up attack and the left click is a multi-fire attack. You move with the seemingly obligatory WASD keys and jump with the space bar. If you do use a gamepad the movement is in the left analog and the pointer is assigned to the right analog.
Gameplay:Ok, it does kinda get me down to say that the platforming is a little slippery. Solid things that you can land on if you jump correctly sometimes act as if you just clip them because you jumped a little funny. Because of this I have played for about 20-30 mins and still have not beat the second level. I know it is very much do-able, but I must get used to the peculiarities that the platforming has. Of course I think the art direction and the unique shooter gameplay make Eternity's Child a good buy at only $5 and I am looking forward to a game that may end up being better than I think.
Eternity's Child
- PharmaceuticalCowboy
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The guy who developed it was clearly more interested in telling a story more than making a game. maybe he should have got someone who actually cares about game play to program that side of the game for him, as well as a proper animator. A shame as in screenshots it looked really nice, but the result is a floppy, poorly designed platformer. Style over substance.
- PharmaceuticalCowboy
- 64-bit
- Posts: 463
- Joined: Fri Sep 21, 2007 2:22 pm
- Location: Columbus, Ohio