![]() ![]() That first world apart is actually the dark world that destroyed your village, so sometimes opening a portal to it will reveal a monster ready to eat you. There’s also another catch to the world apart, and that’s how it might affect the creatures around you. You can also mix the other world with your own, since sometimes the other world will exclude platforms you could otherwise access, making it so you have to construct your own pathway between the two. If you find a cliff or chasm you can’t cross, you become trained to check the other world to see if it can provide you with what you need. The “world apart” that it accesses might have platforms where your natural world does not. The first portal you gain access to is reminiscent of Guacamelee’s land of the dead and land of the living gimmick. The portal always spreads out from your character’s position, and you can usually move away from it or back into it as you please. You can have only one of these circles up at a time, so the shoulder button that activates it functions like a on/off switch. This is done with a huge circular portal that fills a chunk of the screen and persists until you turn it back off. That hero’s journey tool is a crystal that let’s you superimpose other worlds onto the world you’re currently in. Like many fantasy stories, Unbound starts out with your childhood village being destroyed by the forces you’ll be facing for the rest of the game, and you find the tool of your hero’s journey during your escape. ![]() Unbound: Worlds Apart is great at being a diverse platformer that won’t have you throwing your controller at the wall in frustration, and that’s really all it needs to be. In my opinion its biggest shortcoming is with wits theming and narrative, which is maybe the least important factor for a lot of people. This can be a failing point if you’re a veteran platformer looking for your next challenge, but a feature if you want a more zen experience overall. Without that tool set though, that’s exactly what would happen, because it also seems very afraid to really challenge its player. ![]() With that platforming Unbound has such a diverse set of tools to draw from that it’s difficult to become completely bored with it. One of those unique features is a complete lack of combat outside of a few bosses – which bosses are basically just platforming challenges anyway. Unbound: Worlds Apart’s core attraction isn’t anything new, but it mixes together some common ideas to provide something unique. The indie scene is pretty saturated at this point so there’s a lot of struggle to find the next new gimmick to make a game stand out. ![]()
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