Onirike analysis

Those of us who enjoy the platform genre (whatever style they are), we live in a fantastic era . And it is that studios and companies do not stop publishing works related to this same nature, and month after month we find productions of all colors, from authentic triple A as stunning as the latest adventures of characters such as Crash Bandicoot, Super Mario or Ratchet & Clank, to much more content and indie titles . In the latter case, the new work by the Valencian studio DevilishGames is located, which is called Onirike , a game that has just been released on Switch, Xbox One and PC.

The protagonist of this story is a curious character, very thin and stubborn (he looks like a weird Chupa-Chups) who goes by the name of Prieto. A guy who has the quality (or curse, depending on the context) of becoming invisible and who must prowl a strange place. A kind of Tim Burton circus of horrors in which we have to explore the different sections that make up the central stage, which is a kind of mini-open world. A set in which the most particular beings with whom we have to interact and who, in many cases, ask us to do or achieve something specific are allowed to be seen.

Jumps in 3D environments in a revival plan of the 90s is what this curious adventure from the Valencian studio DevilishGames offers us.

Classic jumps in 3D

The playable layout that puts this platform odyssey at stake is in direct contrast to everything that has to do with the aesthetics that has been designed to give life to this proposal, especially the characters. And it is that although these types are the most bizarre (later we will comment on this in greater depth), instead the game system is traditional to the fullest. The gameplay is made up of different ingredients, obviously the platform and the jumps being the most important. And precisely here we have to point out one of the main drawbacks that this work has in our opinion: the handling of the protagonist. At least on Switch, which is the version we have tested, there is a slight lagquite evident that although you get used to it, it is still annoying. And in a title of this nature, it takes its toll on the gameplay .

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As we progress, it is possible to acquire some special skills.

The exploration also has its relevance and it is possible to visit different places, quite varied although rather small in size, which add freshness to the gaming experience. The puzzles are also scattered throughout the game, puzzles that we have found somewhat irregular. And it is that some (the least, certainly) quite imaginative are combined with other incredibly simple and lacking originality that we have exceeded a thousand times before in other similar games. Another important component is stealth, since on certain occasions we run into enemies that kill us almost with a stroke of the pen. An element that has its crumb, because one of the distinctive notes that this title houses and that we have already mentioned is that the protagonist becomes invisible with every second that passes. A very important element because, on the one hand, it is essential to go unnoticed according to what moments of the game but, on the other, if it remains in that state for a long time, it disappears.

To move forward we have to carry out the missions and tasks that the quirky characters that populate the sets are entrusting us.

To solve this problem, we must consume a very special vegetable that brings light to Pietro, the gypsophila, some shoots that can be planted in the settings we are visiting. A component, the most original in our opinion of all those that make up the gameplay and that is well resolved. And finally, as we progress we gain some special abilities (not too many), which provide that much-needed sense of progress. A playable dynamic that is quite varied and attractive enough to encourage us to continue advancing, although it is fair to specify that it may be too basic for certain players.

Throughout the adventure we have to solve various puzzles, although it is necessary to point out that there are excessively simple ones.

Leaving aside the playable plot and commenting on its visual finish, we are facing one of those proposals that, just by taking a look at a screen or video of the game, you quickly identify it. And that is due to the artistic line that has been captured to design the characters, who look like plasticine dolls designed by Tim Burton as a child. It is true that it may not convince all players with its particular style, but we insist that it is very original. The scenarios are another story, at which point we once again find everything, from quite beautiful locations to others that are too dark and not very detailed. What is less salvageable is the performance of the game, at least on Switch which is the version we have tested, which on more occasions than we would like the frame rate per second suffers appreciably. A technical finish, in short, with too many ups and downs to which melodies are added that fit well with the action, effects that fulfill their mission and a good dubbing into our language… despite the fact that some phrases are repeated more than necessary.

You may like it more or less, but of course the aesthetics in the plan of plasticine dolls is quite unique.

Retro jumps somewhat limited

The fashion for platform games is still in full swing and Onirike tries to join this party by betting on a style very familiar to all of us who enjoy the boom of arcade platforms in 3D that took place during the mid-90s. On paper, it has the necessary ingredients to stand out, from an enjoyable and accessible gameplay for a wide range of players to its very curious aesthetic side. But unfortunately, some of its elements have not been fully polished, aspects in certain cases so fundamental in a title of these characteristics such as the handling or the collision detection system. And precisely for this and despite the fact that it is still an entertaining game if you like the genreIt should have been quite a bit more attractive globally.

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