These character arcs colour an already vibrant world. While you're embarking on a boy's own adventure, she's on her own coming of age tale. “Bet you can't make that jump without using the grappling hook,” she challenges at one point. She wants to escape her life underground, so for a while she hops on your back and provides a bit of company. There's a subplot with one of them (your character likens her to a salamander, but the game calls them Strays). You did kinda just fall down a hole into a weird society of blue people, after all. How long have these creatures lived down here? How are these rocks floating? What powers their skyships? You're left to ponder these questions, or else piece it together through items and journal entries. There's something odd about the delivery, about the Walken-like way unexpected words are stressed, and this only emphasises the game's enigma. In an argument with her father, a lizard girl called Maddy remarks, “You want me to be like you, but I'll never be!” Regarding the eye monster, she says “I never imagined a creature sounding as terrifying.” Shouldn't that be 'so terrifying'? Take the voice acting, a curious blend of accents reading not-quite-right sentences. It's some of the most tight and responsive first-person platforming I've ever played.īut the game's roots are hard to trace-some airbrushed Hollywood production this is not. The game's at its best when you're combining them-sprinting straight off sheer cliffs, tethering onto windmills, slingshotting around great floating balls of stone and rocketing skyward before you fall too far into the misty void below. Along with the glove that boosts you 20ft off the ground after releasing RMB there's a plasma grappling hook on LMB that latches onto any surface and whips you through the air, and space-bar-activated rocket boots to extend jumps in a blurry blast. My husband and I moved to the Connecticut River Valley near Amherst where Dickinson had lived all her life, first to Conway in the mid ’60s where we our first two children. It's pure children's adventure fantasy.įurther into this non-violent, narrative-driven platformer you discover more fantastic gadgetry. I have loved Emily Dickinson’s poetry (and her life story) for as long as I can remember. There's a touch of the Percy Jackson or Inkhart about its story in which a young boy inherits a magical jumping glove from his explorer uncle and follows his trail through vast cloud cities, mystical mountain passes, and twinkling shrines. It's fitting A Story About My Uncle seems to have lept from the silver screen, given it's a game all about, well, leaping.
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