The game is also beautifully coy about whether Chris has any sort of power akin to Max's ability to rewind time in the first game. He also has a powerful imagination, which sometimes sends him off into fantasy sequences as he does battle with Captain Spirit's "enemies." These are cutscenes rather than playable sections, but they're visually inventive and fun nevertheless, working as metaphors for Chris' grief and fears, and they give some insight into how the boy's mind works. He's dealing with a difficult life as best he can, and succeeds as a sympathetic figure. He's a believably childlike 10-year-old, which is rare not just in games, but in any media. The puzzles, while rarely challenging, have a nice sense of logic and order to them that make them satisfying.Ĭhris is a great character, too. In fact, Captain Spirit is far more of a classical adventure game than many titles in the genre have been since Telltale's The Walking Dead, and it's all the better for it. You travel around the interior and yard of the Eriksen house, building up your inventory and figuring out how to solve numerous puzzles. Mechanically, completing these objectives boils down to standard adventure game puzzling. There's a whole mythology to Chris' games and fantasies, and they're a delight to dig into. These range from the mundane to the fantastical-Captain Spirit needs to throw snowballs at beer bottles to improve his aim and play with all his toys to "check in" on them, but he also needs to assemble the parts of his costume to go on bigger adventures, like defeating the Snowmonger (an evil-looking snowman), and the water-hoarding "monster" in his home (a malfunctioning water heater). Most of the objectives in the game are strictly optional, and you can "finish" the game having completed very few of them, but Chris' stated desire is to go on various adventures as Captain Spirit. ![]() ![]() It's up to you how you want to spend that Saturday. ![]() It opens, charmingly, with Chris doodling a superhero costume, giddy at the prospect of having a full day to play. The game-which runs for maybe three hours if you're a completionist, but can be sped through much faster-takes place across a single Saturday morning.
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