![]() Throughout most of Minute of Islands the gameplay mechanics often feel like an unnecessarily elaborate variation on swiping an e-book to turn the page. At nearly every point, the game explicitly tells the player what to do, and calling the mechanics “puzzle-solving” would be to intimate some sort of player creativity that simply doesn’t exist. She examines random highlighted objects, whose descriptions help illuminate the story. She can jump or climb, but only, of course, where the game arbitrarily allows her to do so (and which has nothing to do with the logically consistent height of platforms). Mo has a single tool called the Omni Switch, which she uses in a handful of ways to turn cranks or redirect power, or to solve simple environmental puzzles. Instead, the developers have married their story to puzzle platforming mechanics that I suppose are meant to engage the player but consistently feel pointless, if not actually annoying. In fact, the art, narrative voice and animations do such a good job of telling the story that Minute of Islands could easily content itself without any game mechanics at all and simply be a dark little fairy tale. With the help of her Omni Switch, a multi-purpose tool that allows her to interact with these machines and reveal the way forward, Mo's adventure allows her to see the members of her family once more and reminisce of days long past. ![]() Lukewarm platforming and pointless puzzles In a colony of islands troubled by the pollution of toxic spores, a young tinkerer named Mo sets out on a journey to restore the four otherworldly giants and their ancient machinery.
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