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posted by Windwakerguy430
Native culture… yes. Indie games always seem to really crack into that creative nature that it is known for, and thanks to no limitations, they can find inspiration in a vast number of things. And for today's game, they got their inspiration from the culture of the native Tarahumara, who were known for long distance running. It’s definitely an interesting concept and one that actually fascinates me. What are the Tarahumara and what is their culture like? Well, let
S play the indie タイトル Mulaka and find out.



Mulaka has あなた playing as a Tarahumara who is on a journey alone throughout the northern regions of Mexico from the vast deserts to lush forests and rivers in the hopes of finding the ancient spirit gods and gain their help in defeating the evil spirits that are lurking the land and harming the people. The world of Mulaka alone was already a very interesting place. I remember just gazing out into the low poly desert at the start and wanting to explore the whole place before I continued on with my journey. As the game progresses, あなた start to leave the empty deserts and find yourself in massive jungles filled with green plants and forests with massive trees. It’s like the world around あなた is starting to get もっと見る life as あなた defeat もっと見る of the evil spirits. That said, your character’s running アニメーション is just… ugh. It’s not too distracting, but あなた know what I see when I look at this run? I see this



I guess Crybaby was もっと見る influential than I thought. But that’s only the visuals. How does the gameplay fair? Well, the game is standard combat and puzzle solving. In each world, there is a boss hidden behind a locked door. To get to the door, あなた will either have to help a fellow Tarahumara, defeat a group of enemies, または solve a puzzle to get it. Once あなた do, the door will open and あなた will fight the boss and then 移動する on to the 次 level. Simple stuff that at least offers new changes in how あなた get the gems. Some puzzles require あなた to change the water of a fountain, and it was fine the first time, but after doing it a fourth, I thought it could use a change. But the puzzles with using the spirit god's abilities was really fun. From smashing open walls with the くま, クマ to using the bird to glide and even get a double jump to using the leopard and hoping to god it actually connects with the ledge instead of falling all the way back down. It’s great. Helping the villagers is honestly the most fun. Especially when they tell あなた their stories of how they got there, what they are hoping to do with the help of the spirits and seeing the outcome of what happens. Sometimes, the outcome is… pretty depressing and makes everything feel like there is a weight to it, and it really does impress me.
That said, the combot is this games weakest feature, in my eyes. Now, the combat itself is not bad. あなた got a basic light and heavy strike, dodge, and the ability to throw spears. But my problem comes from when the game forces あなた to fight the enemies in an arena while it will usually throw the same groups of enemies at you. Armored enemies that will knock あなた down, flying enemies that あなた need to throw the spear at, and a few little ones for fodder. I feel like the enemies should’ve been spaced out a little もっと見る to make room for あなた and to enjoy the combat without feeling exhausted. I know there is an upgrade system in the game, and shockingly, cause the person who upgrades あなた is in one area only, and I never went back there and I feel as though it was optional to even get to them.
The bosses are fun, though. Most of them feel like puzzles あなた gotta solve, like trying to find one fake among a dozen copies, または using the bird ability to climb to the 上, ページのトップへ and hit the weak spot. They are all decently made and I do enjoy them… Except the fight with Gano. This boss genuinely gave me motion sickness. あなた have to fight this boss in a style similar to Shadow of the Colossus. But the game isn’t programmed well for that, so あなた just clip the camera into the bosses body and get hurled around like a football into the air and it took me thirty 分 to hit all of his weak spots, and I was so 苦い about it, and right before the final boss too, so I had to stop just to calm down and to keep a clear mind.
That being said, the lore that the game introduced did fascinate me. I wanted to know もっと見る about it and it actually got me interested in the Tarahumara people and read about them online. And the game itself, from what I heard, does donate a portion of what it makes to externalizing the history of the Tarahumara people, so it really makes me sad that I have to criticize parts of this game when the intentions are good. Mulaka is a very interesting game, with some hiccups, but 全体, 全体的です an interesting experience that I came out of feeling satisfied. あなた may not like the gameplay much, but I found that, despite the issues, the world and the story and characters were enough to keep me going. If you’re looking for an interesting adventure タイトル that isn’t too long, give Mulaka a look

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