As much to start with what makes the force of Unravel: its realization of crazy. If the trailers released in recent months only attested to what we had seen in Los Angeles, the full version of the game allows you to discover other environments that make you dizzy. All inspired by northern places that Martin Sahlin and his collaborators have visited during their existence, the sets are steeped in photorealism and refer to everyday life. Elements that are insignificant for humans become potential threats for the frail Yarny, be it a pebble, an insect, a car or a log, for example. Conversely, other objects can be of great help in overcoming seemingly insurmountable obstacles, and this feeling of being crushed by the weight of the landscapes that surround us is never faulted. If we had to quibble a little, we could say that the animation of Yarny deserved to be a little more chidée, even if it remains very correct overall. Certain attitudes of the character make it possible to seize in a glance the feeling which animates it at the moment T; and while it may seem unimportant, seeing him blink makes him even more endearing. Too bad we can't give the same interest to the story of Unravel which has never managed to transport us. Clearly, we will have to explore the memories of a grandmother by entering the different photo frames arranged in her home. The latter also acts as a hub, which will allow you to take a look at the illustrations unlocked once the corresponding level has been completed. Ah yes, we will also be entitled to a few verses made by the local poet; turns of phrase that were supposed to make you sob but instead made us laugh for telling the truth.
Some will probably think that we have a heart of stone, but just look at what a title like Ori and the Blind Forest gives off to realize that in terms of whining, there is a world of 'difference.
Some will probably think that we have a heart of stone, but just look at what a title like Ori and the Blind Forest gives off to realize that in terms of whining, there is a world of 'difference. In fact, we have this unpleasant feeling that the developers of Coldwood Interactive are making tons of it, while simplicity has always been the best ally of emotion. Instead of letting the player write his own story, listen to his own sensitivity, Unravel constantly takes him by the hand in case he misses something. It's quite embarrassing and, more than once, we have unhooked from this atmosphere bordering on pathos to catch our breath. Therefore, we go through the levels with an enthusiasm that is far from overflowing, although the effectiveness of the gameplay is undeniable. More concretely, over the course of his steps, Yarny gradually becomes emaciated; it is therefore impossible to complete a level without putting your hand, from time to time, on wool. If the balls are so vital in Unravel, it's simply because our friend will have to use his own fibers to tie knots, and thus activate all sorts of mechanisms. It is true that the exercise requires a little time to adapt at the start, but the system is damn intuitive thereafter, as long as we use our gray matter. Speaking of which, the game isn't a headache like The Witness; we just stumbled several minutes on a sequence from the third chapter. Apart from this setback, we never left the great straight line drawn by Coldwood Interactive from start to finish. Naturally, the life of the game is found shot: the case can be folded in an afternoon.
SEWED WITH WHITE THREAD
By scanning the environments, we will often note the presence of multiple attachment points that Yarny can use to swing, move an object, or stretch a wire to propel himself through the air. Again, everything is marked out and we cannot say that the player's sense of observation is really put to the test. Just to bring a little challenge, we would have liked the management of the wool to be more delicate, that several paths open to Yarny but that only one allows to arrive at the next ball of wool. There, we rush a little headlong without worrying about the state of health of the hero who, by the way, can die after a fall of several meters. The first time, it felt weird. In short, we will not go so far as to say that the developers have missed the level design, but it clearly lacks inspiration. What can also be criticized for Unravel in terms of its gameplay is the lack of depth. We go around it very quickly and the mechanics have a lot of trouble renewing themselves as we progress through the photo frames. It's a shame because there are some great ideas - like outsmarting a crab or rodent's attention, keeping cockroaches away with light - but instead of offering gradual learning, Unravel just throws it all out there. anyhow. At no time do we feel this rise in power essential for Unravel to be truly exhilarating. Finally, impossible to ignore the soundtrack which is capable of the best as well as the worst. If the melancholic notes will soften more than one, it's like being on the metro line 13 when Yarny has to face a persistent danger. Too much noise, too much accordion, too much harmonica, too much of everything. However, it is during the rare moments of calm and silence that Unravel manages to give its full potential.