Once upon a time in the small, undistinguished town of Silentville people started disappearing. What matters is the entertainment on the way, and this was packed with it.Īnd my goodness, the score! I’ve saved this to the end, because it’s spectacular.Welcome to the 1 Moment of Time: Silentville Walkthrough It would have been a better game if it had, but it’s no disaster that it doesn’t. I felt like I was right in the middle of it when it suddenly switched to a closing cutscene. I mean, everything ends, second law of thermodynamics and all that. You can end up getting more significant finds just walking sideways to a new location, and it’s a shame this isn’t better balanced. Finally get all the cogs you need to open that door, and all you’ll get is another fuse to add to your pile, for a purpose that won’t be revealed for a long while. Too often, you can spend absolutely bloody ages getting all five of something-or-other to open a door that’s been nagging you for hours, and when you get in it’s just another object you don’t yet know what to do with. The other problem that plagues the whole game is a lack of propelling reward when completing some of the larger puzzles. I mentioned pressing S to walk into passages, but such paths are too often woefully marked, and in the end, I resorted to just hitting S as I walked around, just in case. It’s as if you’re playing alongside him, an omnipotent hand in his world. The confusing part being that your character never needs to be near anything to use it. The mouse cursor is then used for all interaction with the world, to pick up objects, pull levers, place inventory items, etc. Rather than the more usual mouse-only method for such games, here you control your robo-weed character with WASD, the W (or Space) jumping, the S having you enter doorways, or walk ‘into’ the screen through passages. This brings me neatly to the other peculiarity of Slice Of Sea: its controls. Occasionally there are some neat twists – a nice example is a two-room puzzle where you always have to be in the opposite space to interact with the other. Puzzles are rarely more involved than finding missing levers, entering codes, or gathering scattered items to get a machine working once more. Fortunately, there are a very generous number of warping points that allow you to leap great distances, accessed through discovery. The further you get, the more of this crazy layout you have to try to hold together in your brain, since it would probably break space-time to try to map it. So much seems as if it crashed through a portal from Earth, although nothing living is vaguely familiar.Įach scene is packed with tiny details, meaning you have to scour for items, clues, puzzles and optional collectables. (The scritchy-scratchy-squelchy noises made by what I’ll call the sky-nautiluses is my favourite.) Foregrounds are meticulously detailed, while backgrounds have a merrily sketchy look, depicting an alien world covered in remnants of ruined buildings, abandoned trains, shipwrecked boats, and out-of-time surviving houses. It’s all hand-drawn, then animated, then given even more depth with superb sound effects. It’s a constant joy just to stare at, with the most amazing creature designs throughout. What’s most important here is how wonderful it looks. By the end your inventory is ludicrously large, albeit mostly packed with the various pieces of detritus you gather along with actually useful items. It gives the puzzle format an almost Metroidvania-ish vibe, previously explored areas of the world opening up in new directions the further you go. It’s so interesting to see one of these mobile-friendly (although mysteriously, this is only on PC so far) writ huge, made hours long through sheer volume.
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