Unfortunately, Owlboy didn't deliver as much as I hoped it would based on the hype. I have completed the game, including collecting the three owl medallions. My verdict? The graphics are definitely top class, but otherwise the game has many issues.
For starters, let's talk about stability. The game crashed twice, and soft-locked once... For a game that lasts around 10 hours to completeUnfortunately, Owlboy didn't deliver as much as I hoped it would based on the hype. I have completed the game, including collecting the three owl medallions. My verdict? The graphics are definitely top class, but otherwise the game has many issues.
For starters, let's talk about stability. The game crashed twice, and soft-locked once... For a game that lasts around 10 hours to complete all the way through, that's not very good. The steam achievements are also buggy, locking me out of tasks that I clearly completed.
Now, the controls. While I can't comment on the game when played with a controller, I can say that the mouse and keyboard controls are awkward to get used to. The game definitely isn't difficult outside of a monkey boss and the boss right before the final battle, but despite being generally not difficult the game was still frustrating when the controls didn't behave the way I expected them to. The right mouse button in particular is used for too many moves. You use it to stop flying, to grab onto things (And for some reason these things have different priorities, you don't just grab to the nearest thing), to aim something, to throw something, to go through doors... When you're in one of the two challenging battles I mention and you want the game to respond as well as you want, that's a bit unfortunate. Other perplexing control choices are using the same left click button for a shotgun blast (that takes 5 seconds or so to recharge) and a harmless flame with one character. Meaning, if you have to burn something you end up wasting that character's attack. That shotgun blast is also used for padding when putting multiple ice walls in a row, for example, that can be only destroyed with the shotgun blast. You must wait multiple times for a recharge despite there being no danger in sight. In general, the game attempts to "correct" the player's input way too much, which can be frustrating. For example, I wanted to make a sweet zip-line from one end of the room to the other in a stealth section, but it was impossible to make the line I wanted without the cursor locking into place into a vent... Removing said vents alerts the enemies, so this was frustrating to deal with.
Other game design oddities:
- An underground section where 97% of your screen is pitch black, making traversal pointlessly annoying until you find light berries, torches or a flaming lamp dude.
- A poorly designed section where a ship shoots at you, and you need to hide behind rocks to avoid being one hit killed. These rocks are destroyed in a single shot too. Unfortunately, the ship's laser aim and shots go through geometry that aren't on the screen, which could have been prevented with tighter level design. As it is now, the laser could be pointing at a rock right in front of you, but as you get closer to the rock the laser aim shifts to the rock in front of it that just barely appears on the screen... Destroying your next cover that just materialized.
- The throwing arc shown on the screen being completely different than the actual throwing arc.
- Regular enemies posing more of a threat than most bosses, to the point where two bosses in a row are 21 copies of a regular enemy followed by a larger version of a regular enemy.
The story was fine, if not a bit simple. It's similar to a CliffsNotes' version of Golden Sun. The game starts off with the player being forced to act stupidly, and then the game repeats a structure of:
a) Attempt to do something
b) Do that thing
c) That thing didn't matter
From start to finish. It's one of those games where the end result would have been the same if the player character just slept through the entire thing... Which isn't necessarily inherently bad, but it didn't feel like a strong narrative to compensate for the gameplay shortcomings.… Expand