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Super lucky tale needs to go to game design rehab

Posted by Jason on November 9, 2017 at 6:40 AM



Super Lucky Tale Needs To Go To Game Design Rehab


This year has been a kind of renaissance year for the three-dimensional platformers, with the release of titles such as Snake Pass, Yooka-Laylee, Super Mario Odyssey, and just recently the Super Lucky's Tale. This is the latest console released for the Xbox One and has come just in time before the much-awaited release of the Xbox One X. Even though it gets the job done in whatever way, Super Lucky's Tale is not the right game that can be used to exhibit the features and powers of a brand new console. It is a sequel to the original Lucky's Tale on Oculus Rift, though the players are not necessarily required to have played it to be able to enjoy Super Lucky's Tales.


Even though this game shares a style of art, a protagonist, and platforming techniques with the Oculus Rift's Lucky Tale released in 2016, it is a bit distinctive from its predecessor.it comes with a whole new set of levels and a much concentrated focus on collectibles such as the coins, gems, clovers and the letters L.U.C. K and Y. But despite all that, The Super Lucky Tale is a paint-by-number 3-dimensional platformer that does not have depth and cannot easily sink into the minds of the gamers. To begin off, there are two things that a 3D platformer should never have; sluggish and non-active controls; and a camera that is not clear. The bad news is that Super Lucky's Tales have both these features. These features and a kind of generic Mario imitation feeling while playing this game blow off its potential.








The designers of this game have just proven to the world how inexperienced they are in the industry. For those who have been able to play a game like the Super Mario Odyssey, progressing through the missions of Super Lucky's Tales is a real mess. Somebody would actually wonder whose idea it was to design a three-dimensional platformer where the gamer couldn't be able to rotate the camera with ease.


This is one of the problems in this game that is absolutely maddening, especially to the gamers who had expected something big from this platformer. The camera can only be moved about thirty degrees bursts and cannot proceed past certain points. In the game, a player can even die in the hub worlds, which is a place that has no enemies. But even more worse, missing a jump or catching an edge the wrong way causes an instant death even if the player is at a combat-free area.


The controls are not good either; floating and jumping does not feel the right way. The developers also made a great mistake with the point where Lucky lands. It does not in any way appear to line up with the place that the camera directs and this lead to a series of missed jumps and eventually plunging to death. The clovers do not look so cute especially when a player is forced to resume the old levels and hunt down nearly all of them.


To fight the end boss, a player will require eighty of Super Lucky's Tale's 99 clovers. The entire campaign for this game has been plagued by the problems of the control and the camera. These problems even deny the game an opportunity to have a good climax.








The only highlight that can be noticed in this game is the semi-optional side missions, which incorporates the marble madness-esque pure tests of physique and the chess-style puzzles. The reason why this part does not appear to be problematic is the fact that the jumping controls and camera are not required. This game has proved to be the Xbox One X's worst-case scenario. Even though the Super Lucky's Tale is a great disappointment to the gamers, the design of the wide-eyed redhead is greatly awesome. It does not do anything reasonable, but it looks attractive especially to the young kids.


Despite getting almost everything right on the first basis-by point, this game fails to leave a great impression behind. Even though the design of sound is very impressive, but the soundtrack is very poor. This only limits the use of this platformer to kids who want to achieve classic playability.


This is one of the games that are supposed to be admitted to a game design lab for more work. There are so many areas that are supposed to be improved in the Super Lucky's Tales.

Categories: Gaming and other topics, Game design rehab

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1 Comment

Reply Entrobertcoreyer Your Name
3:49 AM on January 6, 2018 
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