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World to the West is a standalone followup of Teslagrad, the indie hit that sold more than 1.6 million copies worldwide. A vast world of blue skies and dark caves awaits you in this 3D action adventure, as you try to unveil the mysteries of an ancient prophecy. World to the West is a pulpy, cartoony top down action adventure inspired by European adventure comics. Take control of four unique characters, each with their their own motivations, skills and interweaving storylines, as they seek to escape the dark shadow of an ancient prophecy: Lumina the Teslamancer, Knaus the orphan, Miss Teri the mind bender and the gloriously mustachioed strongman, Lord Clonington. Travel trough corrupt colonies, lush jungles and frozen tundras, as you snoop through the secrets of a forgotten civilization!
What? The work of developer Rain Games before 'World to the West' was 'Teslagrad'? Awesome! Where Teslagrad was still in 2D, here we have cute comic-like colorful graphics reminiscent of Zelda - but still the puzzle and action content that you already...
know from Teslagrad. Even if I didn't like the work so much (I don't like it when you are constantly confronted with puzzles that simply slow down such an action flow), I find 'World to the West' simply terrific! 12h I needed for the mixture of Zelda and Lost Vikings and I'm really surprised how much brain fat and attention to detail is in here - and how big the 'small'. Indiewerk is! We take turns playing four different heroes who accidentally meet and somehow all have their own, but ultimately the same goal - and have to eliminate the powerful villain who threatens the world. Where we first play each character individually to familiarize ourselves with the exclusive skills (one can teleport, shoot lightning, control and use the other being, the next one digs and bursts, and the muscleman beats everything to a pulp and can climb big leaps) - later we play a team of two that must work together and use their individual skills to overcome obstacles together. And at some point we all four play as we like - and can explore the vast world with many different themes (forest, caves, temple, city, mountains, ice landscape, desert etc. ) - and collect extra batteries or life energy. The former take us further in the game and reveal a fat secret with absolute completeness - and we need life energy to be stronger. Otherwise there's not much else, so no inventory, no collectible equipment or anything - instead we get new abilities at fixed points and thus get to new game areas. I find the skills, the puzzles, the new paths that often open up in places where you have run before, particularly imaginative and successful. There's really a lot of love and work in here that you can just be thankful for such a game. I wouldn't have noticed it myself, but I got it as part of a bundle - and I'm still happy about it!
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