When it all comes together, Hover: Revolt of Gamers is beautiful, the neon-colored blurred fluid motion across roofs, walls, and large gaps that make you feel like an exceptionally precise villain. It’s even better when you take part in environment-friendly races, creating awesome pitches that click with controls to lull you into a great state called flow. Jet Set Radio’s spiritual successor has made its way to the Steam store after years of Early Access, so we can finally get our hands on it.There’s just one question, is it any good?
The problem with Hover is that it’s one frustrating game where everything comes together as a rare occurrence and the rest of the time can be overwhelming, or in my case, angry. You can feel the potential lurking beneath the surface the same way you can feel the potential within the government. But sadly, like a government whose potential is never fulfilled and instead of us having a bit of a bitter taste in the mouth and a bit dirty feeling. But as we are going to talk about it, there are a lot of good and bad things at war in parkour platformer.
Before anything happens, you need to create your first character by name and then…. That’s it, you can change the color. But you don’t have other visualization options. As you play the game, you unlock DNA sets by letting you add clones of characters you meet to your team, each with their own stats. It drives them to be super fast and able to jump higher than me when someone sneaks up. When I’m better off wearing headphones or playing ball games It would be nice to have a perfect adjustment system. But considering the size of a small studio, it’s understandable that they chose not to go down that path.
The basic tutorial will guide you through the opening hours before you are left into the open world with little direction to take you. This beginner slum area is a bit overly designed, with small huts and lots of other things, giving you plenty of places to climb. But just a little to achieve satisfaction. But as you climb up, the world becomes more sleek and futuristic. The slums give way to more fun spaces and larger gaps between buildings where a single crash means going back down into the slums unless you use the handy reverse feature that doesn’t roll back. time Instead, it sends your character backward along the previous path.
This is the essence of how to play: As a gamer you create you can run at a pretty good rhythm. But that speed can be increased by hitting the mid-air trick to play one of approximately eight tricks, including a crushing show, a running wall and a slide on the ground, all of which pump up the Hovermeter, which determines where you go. How fast Do you understand? In other words, momentum is everything, as the meter slowly drains, so you want to speed it up by pulling the gimmicks and grind as much as you can along the way. Your energy bar can also be used to perform bounces, bringing you back to the altitude you were at.
Its sub-mechanical buoyancy gives you lots of airtime with just the right amount of air control. It takes some getting used to. But when you can judge the distance and how accurate it is in the air, the game feels great, mostly thanks to its impressive speed. There are some issues with the fact that running on walls and hanging things are automatic, which can cause your character to do things you didn’t mean to, especially if you try to get rid of time. Get precious off the run But you learn very quickly. To solve these problems
Exploring the world can be more difficult than it should be. Considering the environment and vertical layout, it’s not surprising that developers chose to avoid the minimap and instead use a system where you press a button to “scan” that area, highlighting all available missions with color. That is not so easy Overlooking the neon lights However, there is no way to mark one of these missions to stay in the HUD while running around, so Sometimes when you complete a mission, an arrow will appear to guide you to the next mission in the series. But this arrow mysteriously disappeared after a while, with no way to bring it back.
As for the urban design, it felt conflicted. On the one hand, the layout was not drawn with building a convincing and inviting city in mind, as anyone trying to go on a daily basis would have to spend at least half the day studying the maps. Cautiously On the other hand, it doesn’t seem like it was really built for parkour mechanics, as many of the parts have a group feel, with jump pads that don’t go anywhere, as odd places.