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From time to time, you will also play one of the games that feels very simple late. This is not to say that this type of game is not good or that there is no good idea, but sometimes it is just a victim of the current game environment. How many times have you played Metroidvanias so far? What about roguelites or 2D platform games? Of course, there is always room for “the best one”, but the explosive growth of independent game development in the past ten years has undoubtedly raised the barriers for games to stand out. Unfortunately, Pathway feels like a victim of this concept. This is a good game, but it’s more like a “running” game than a game that makes people feel different.
The path follows the fearless story Indiana JonesStyle adventurers who fought the Nazis, explored ancient ruins, and survived hair conflicts with supernatural creatures, all in pursuit of glory and loot. These adventure activities are distributed in five different plots, each plot is composed of randomly generated events, and these events change with each subsequent run. The basic flow of the plot allows you to start with a big map of interconnected nodes and complete the task of driving one node to the target at a time. The path you get there is up to you, and most nodes are unmarked, but each node will have some situations that require you to make a decision.
For example, in one situation, our team tried to enter a Nazi squad, trying to enter a black pyramid half buried in the sand, and we could choose to wait and see what happened or ambush them. We chose to wait, which led the Nazis to enter the pyramid. If we ambush them, there may be a battle, and if we win, our adventurer may get anything inside. This highlights the risks you continue to face as you play games along the way-you can never be sure of the possible consequences of your decision. As far as we know, the pyramids may be full of zombies, and these zombies immediately destroyed the Nazis.
It is easy to fall into decision-making paralysis in such games, which is why the overall design keeps pushing you out of your comfort zone. For example, a character that died in one run cannot play the next run when “recovered”, forcing you to choose a different team composition. Every time it moves to another node on the map, the jeep loses a tank of fuel. In your supply of ammunition that is rapidly dwindling for future battles, each bullet you fire will be one less.Scarcity is the name of the game here; you will no way There is enough everything to make you absolutely confident that you can take any action next time.
When you fight, the battle becomes the form of an XCOM streamlined strategy game. The range of movement of each character is limited, the types of attacks or skills that can be used are limited, and the success rate of most attacks rarely reaches 100%. Each character has different skills, such as a “sprint” to increase the range of movement or a cover action to ensure that the character can avoid the next attack. These skills are controlled by a brave instrument that adds a point every turn. No one feels over or under, which allows you to maintain a good balance when thinking about how to best use the team together.
However, the problem with this type of battle is that after a few hours, the battle becomes too simple. There are many types of enemies, and the map is almost the same mechanically, which makes things homogeneous over time. This is understandable to a certain extent, because this is a randomly generated game, so developers cannot directly control the order in which you encounter different events.However, this did not make Pathway more attractive interesting. This kind of game showed its hands very early, and there was nothing to offer in terms of mechanics-it was a bit thin on creativity.
This is largely due to the overall repetitive nature of the game design. Yes, there are many different situations that can happen, but fundamentally, all of these situations end up with a narrower range of possible outcomes. You have participated in a lot of battles, but only a few types of enemies or stage elements can be displayed. Even if you choose a character at the beginning of the episode, when you realize that the skill is not only related to the character itself, but to the limited kinds of equipment they can use initially, the magic will soon disappear. Of course, you can play for dozens of hours to unlock all the characters, but why do you want to do this when only a few characters bring new content to the game? In short, Pathway often feels like some disorganized ideas, just some disorganized things, rather than deliberate, dedicated to provide a specific type of gameplay experience. It focuses so much on expansibility that it forgets to make expansibility meaningful.
At least, Pathway managed to combine the landing with the presentation, even if the artistic style was not particularly inspired. Pixel art is well drawn and the animations look good, although here, nothing can stand out from other well drawn pixel art indie games. Then there are obvious loopholes that may indicate a hasty transplant. For example, a skill tip you can use will tell you to “rotate the mouse wheel” to change the angle of attack. Small mistakes like this don’t completely eliminate the experience, but it doesn’t completely help Pathway feel like a premium game that is worth your time or money to play on Switch.
Perhaps this is the most annoying feature of Pathway. It’s decent, but it’s worth “decent” your Are there many excellent games on the market waiting for attention? In Pathway, nothing will feel broken or completely negative, but this is a situation where you keep waiting for a “hook” that will never appear. In essence, this is a fairly basic game, and it has found a way to extend the basic premise for dozens of hours without adding anything meaningful.
Sometimes it is enough. Not every game needs to swing for the fence.But those of you who are looking for something eye-catching Will be abandoned.
Cohesion is a competent game. Just competent. It’s definitely not very good, maybe even not very good, but it’s definitely competent. It combines random narrative and XCOM-style battles. Although it does a good job, it cannot maintain continuous entertainment in the long run. Those who absolutely desire such games may need to investigate carefully. Otherwise, just choose XCOM 2 Collection or Mario + Rabbids to get a more interesting game type.
About the author
Ronald is a blogger who is always fascinated with the games and the amount of knowledge he can gather from the internet. He is trying to nerdify everyone around his with that same knowledge, through his writings.