![]() No number of restarts or tweaking the minimal graphics options fixed the problem. Any movement meant falling through the geometry and instant death. ![]() At one point after a short cutscene, Gollum was transported into the scenic mesh. There are plenty of places where the game seems to hesitate, disbelieving my control input. Fans of open-world games full of choices will be disappointed by Gollum’s general lack of options in crafting their experience. The Lord of the Rings: Gollum is a linear game, and while there are some minor branching paths, moving forward means finding the environmental piece of the puzzle. “And you’re dead” applies to all sorts of other situations where poor mechanics kill the fun. Let go a little too soon and you’re dead. You have to hold down a button while Gollum strangles the hapless foe and a meter fills. ![]() Missteps continue in controls and mechanics like throttling enemies. Both in performance and fidelity modes, jumping and climbing always felt a few frames short of fun. I say done better because, in Gollum, almost no action is entirely fluid or really dialed in. They’ve all been done, and often done better, in countless other action games. The first problem is that none of those mechanics are new, creative, or very interesting. Gollum has a large repertoire of abilities to jump, run, sneak, wall-climb, and slither his way around.
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