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Title: Pato Box
Genre: Action, Adventure, Indie
Developer:
Bromio, 2think design studio
Publisher:
Bromio
Release Date: 15 Mar, 2018
English,Japanese
What the duck?
Pato Box starts off with a lot of charm. Monochrome comic book aesthetics and a player character that is literally a duck head on a boxer. It's beautiful. 5 stars.
Then the gameplay starts.
Pato box alternates between two styles of gameplay: a boxing game loosely paying homage to Nintendo's Punch-out, and a 3D exploration type mode.
The boxing gamemode has potential but comes across as just annoying in practice. Backgrounds are distracting, high-damage moves are poorly telegraphed and often require special responses that aren't told to the player. This inevitably turns what would be fairly thrilling fights into trial and error without any enthusiasm or tension. I stopped enjoying these pretty fast.
The exploration gameplay is just flat-out not fun. the Monochrome 2-D sprites in a 3-D void only made comprehensible as a maze pulled straight from a doom level by white line detailing, all complimented by music that gave me a headache. You're forced to navigate using behind-the-back unresponsive tank controls, which while tolerable in exploration and story-building become insufferable when these segments become filled with traps and hazards. True to its spirit as a boxing game, Pato Box made me want to send my fist straight through my monitor.
I hate to say it for a game with so much clear potential, but this isn't a match worth betting money on.. What the duck?
Pato Box starts off with a lot of charm. Monochrome comic book aesthetics and a player character that is literally a duck head on a boxer. It's beautiful. 5 stars.
Then the gameplay starts.
Pato box alternates between two styles of gameplay: a boxing game loosely paying homage to Nintendo's Punch-out, and a 3D exploration type mode.
The boxing gamemode has potential but comes across as just annoying in practice. Backgrounds are distracting, high-damage moves are poorly telegraphed and often require special responses that aren't told to the player. This inevitably turns what would be fairly thrilling fights into trial and error without any enthusiasm or tension. I stopped enjoying these pretty fast.
The exploration gameplay is just flat-out not fun. the Monochrome 2-D sprites in a 3-D void only made comprehensible as a maze pulled straight from a doom level by white line detailing, all complimented by music that gave me a headache. You're forced to navigate using behind-the-back unresponsive tank controls, which while tolerable in exploration and story-building become insufferable when these segments become filled with traps and hazards. True to its spirit as a boxing game, Pato Box made me want to send my fist straight through my monitor.
I hate to say it for a game with so much clear potential, but this isn't a match worth betting money on.
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