
I could have used a little more variation in the puzzle design by the last area of the island, but I never grew tired of solving them. Boss fights aside the game is a super-relaxing experience. I'd explored every corner of the island and collect all the bonus lightstones before taking down the final boss. It took me 12 hours to wrap up my journey in The Pathless.


After finishing one safely you wipe off the darkness-gunk on your eagle, so it's supposed to feel like you're building this bond, but I just grew tired of completing them. The storms also grow tedious after you've done them a couple of times. The last two boss fight, in particular, had a lot of on-screen effects that made it nearly impossible to see where your character was on screen. It seems like some of the mechanics of the game was built around there being no fail states. If you fail inside the storm, you're punished by losing some exp (each level of which earns new maximum flaps). As you explore the island, you'll sometimes have the creatures storm creep up on you, in these moments your eagle is blasted away, and you have to sneak by the creature inside the storm to save it. If you're fighting a boss, taking too much damage will send you flying backwards and give you time to catch your breath.
THE PATHLESS PLATINUM CRACKED
The more challenging puzzles would take 5-10 minutes to solve and invoke just enough brainpower to have me excited by the time I'd cracked the solution.Īmongst all of the fighting and searching, there is no game over screens. Most importantly, I did enjoy solving them. There's no major mechanic change-up thrown in at any point they simply get slightly more complicated as the game progresses. The puzzles are relativity simple throughout the game. You'll sometimes need to solve a simple puzzle by having your eagle move some stones around to open a gate others you'll need to fire arrows off mirrors and through fire pits. It's not quite as intuitive as the guiding-wind implemented by Sucker Punch in Ghost of Tsushima, but it does the job of guiding you from one location to another.Įarning the lightstones is where the games Breath of the Wild inspirations feel most evident. Red auras will cover areas off in the distance or close by where you may find a lightstone. Finding potential lightstone locations is as simple as pressing L1 which activates a special mask the Hunter picks up at the beginning of the game. The goal in each of the games four areas is simple: find lightstones and use them to ignite three towers. If you ever get lost, you can always see a tower closeby and climb it to get a better view of the world around you. As my brain began check-marking landmarks, I was able to get my bearings. But after 30-60 minutes of playing, I felt at home in the first area of the game.

At first, I did find it somewhat overwhelming. Giant Squid has put a lot of attention into the movement system in The Pathless. Somewhat necessary as there is no fast travel in the game. As you progress through the game further, you'll unlock different levels of 'flaps.' Although silly in the title, these let you eagle lift you up into the air. The Hunter will auto-aim at the closest talisman in your direction, and you simply need to press down on the R2 button to fire. You don't have to aim at the talismans either which helps the system work. After some time, I got used to it and began finding the movement system relatively intuitive. It can seem weird at first to see all of these talismans throughout the island my collectaphone-brain was getting distracted thinking I need to pick them all up at first. Talismans can also help keep you in the air as your eagle enables you to glide.

If you hit one with an arrow, it will let you run at high speed for a time. Spread closely throughout the island high and low are diamond talismans. Although the island is broken up into four distinct areas, you can travel from one from the first to the last uninterrupted by the end of the game thanks to the games movement system.
