Human: Fall Flat is a road to nowhere. What is this health experiment? There is no experiment, just developers from Lithuania decided to create another puzzle based on physics. And it seems that there is nothing special to surprise in this field, but the guys from No Brakes Games still found a loophole. Have you ever felt game objects through the controller.
Did you understand their weight and size? Just one tricky trick and everything became possible. They decided to increase the degree of interactivity. Under the control of the players, they give out a hero named Bob, who looks like a little tribe of that same white man from the Michelin logo or the marshmallow giant from Ghostbusters. Our hero, who does not have dark spots on his body, must solve puzzles at various levels, and small blocks with video tutorials are given to help him. Did you know the basics? Kick under the ass and go!
So what exactly is interactivity? We are watching Bob from a third person and at the same time we can control his hands separately by pressing the shifts. Clamped – he grabbed the object, released – the grip weakened. By turning the camera, the player controls the position of the hands and body.
If the little man grabs a stone with both hands, and we raise the camera up, then he will raise a block above his head. And so with any object that has an acceptable weight for lifting. Now imagine that our hero in a helmet took up the oars or the steering wheel and, according to the same principle, controls a boat or a car. This is just a single example. Here you can even climb in the same way. The little man grabs the edge of the ledge with both hands, we analogously lower the camera down, and he pulls himself up, climbing up.
Puzzles are all at the level of intuition. We must climb higher – substitute something! Hit a wall? Break or climb over. Lattice? Pull out the rods. At the very least, trophies and achievements lead to this. For example, in one of the episodes, you need to demolish a wall using a beam crane, but you can go the other way by breaking a window on the opposite side and climbing into a room through which the road to the finish line is much shorter.
There are only 9 levels in Human: Fall Flat, and this seems to be a bit, but only if you do not consider them in terms of duration. The first one will not take even 5 minutes, and the last one can linger for a couple of hours. And you are unlikely to regret it, because in every nook and cranny there is something interesting that raises the question “why did the developers put this here?”.
At the water level, you can find 5 types of boats, and if you do not try to get a platinum trophy, it will be enough to ride to the right place on one to pass. This once again proves that No Brakes Games turned out to be a kind of playground for entertainment, because if you just run through this game in 3-5 hours, you simply won’t see everything that the Lithuanian developers have prepared in it. And here the local co-op mode can come to the rescue.
Sofa gatherings with a partner can become a real outlet, because the game will turn into one continuous parade of pampering. Not everyone will be able to complete it together, because here it is easy to find a hundred or two ways to stage the murder of your partner. You shoot a friend from a catapult, run over him with a wagon, crush him, throw him off, beat him with an excavator, roll him in a garbage bin to a cliff, and you still won’t get enough!
As you can see from the screenshots, Human: Fall Flat is synonymous with geometric simplicity. All models of the game world are made as if by a ruler – sharp corners, lack of unnecessary details and pretentious beauty. No Brakes Games is blunt – we have a sense of style, but it’s all about physics and puzzles.
not graphics. And then we can scold them. The local physical model does not have any off-scale accuracy, now every second game has something like this. Expensive blockbusters have long been made with decent physics, but in them we are simply not forced to break walls with stones, build wooden climbs and swing oars. Yes, it is interestingly implemented here, but the idea fizzles out very quickly after you get used to the controls. Then the puzzles try to stretch the game.
and they seem to do their job quite well, but towards the end you get tired of them, as well as of the mechanics. The last level is generally passed under the motto “well, what this time?”. At the same time, the music in Human: Fall Flat reacts a little strange to what is happening. Either we stagger around in complete silence, or suddenly something epic starts playing, for example, while boating. The accents are placed strangely, but the compositions themselves are good.