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Well Owl be darned. This game is finally out on a Nintendo platform and it's really good. You could almost say it's a hoot.
I'm like maybe 2 hours in and wow... this game is really freaking good. I know it's called a platformer in some places but you can fly so it's more like... a Kirby type platformer? Except I never got into Kirby games at all and this feels amazing?
Just feels very interesting and varied with a lot of cool mechanics so far.
I also like that even though there is obviously some serious shit going on, it keeps a sort of light-hearted adventure feel to it. It's a flying platformer but it almost has like an old school RPG feel to the style and music and story and such.
This game is pretty impressive! Nice art, fantastic music, good characterization, a real attention to detail, and a fresh take on puzzles and world traversal. The unbounded nature of the character's movement abilities and the sense of verticality and scale give Owlboy a very novel feel.
And it feels so damned epic for a 2D game!
At the start of the game, I was feeling the presentation much more than the actual gameplay, but, as Otus' abilities have increased, it has really grown on me.
My main gripes are the tedious combat and the somewhat stiff controls. (I think that the movement is digital.) Flying should feel a lot more fun. And... bird-like. They should have studied Chasing Aurora!
Other than that, though, I've been enjoying it quite a bit. Nice pacing so far, too.
Finally got a chance to play this. It does indeed have great production values, and I appreciate the creativity that went into it. Beyond that... well, this was not a good fit for me. The controls are a mess in my opinion, with more buttons than are necessary. It's convoluted. This is no doubt made far, far worse by the fact that I'm coming off playing Yoku's Island Express which controls like a dream and doesn't over complicate things. Granted a different style of game, but it could very well be a gold-standard for me in terms of Design going forward. Owl Boy seems like they jammed actions onto buttons because they had buttons to spare, rather than "Is this a good idea and can we simplify the interaction?"
Zero mentioned Kirby above. I think that's a good example to put it up against. Kirby is very intuitive. But if you took Kirby and make it so every time you wanted to fly and then suck something up you had to double tap one button and then press a trigger and then press ANOTHER trigger, it would be a disaster. That's how I felt playing Owlboy.
After dying 10 times on the first (second?) boss, I quit. Not because it was a complex or interesting boss, but because you had to press 5 buttons where two would do. Won't be going back.