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The squad over at Distant Blue give me the unique opportunity to bet a demo interlingual rendition of their approaching game , Fading Skies , a story - get platforming escapade game set in a vibrant and heartfelt sci - fi phantasy setting .   While this demo rendering of the game was scant on story and careful not to reveal too much about the game , I   was able to get   a   pretty   clear idea of what the full going has to extend .   While I have some critiques ,   I can say   for certain   that   my overall impression of Fading Skies was irrefutable , and I ’m excited to see what the developers at Distant Blue have in store for the plot ’s full dismissal .

As I mentioned above , one of the first thing you ’re give-up the ghost to discover about Fading Skies is the platforming . Fading sky ’ gameplay is built around its various platforming segments and mechanics , even building some of the demo ’s combat segments around platforming puzzles .

Fading Skies Featured

So the   of import   question is : If Fading Skies is built so heavily around platforming , is the platforming   actually   any good ?   The answer is , yeah , it ’s   pretty   OK , but it could use some employment .

The biggest issuing I had with the platforming in the Fading Skies demo was the   problem of   impulse .   Much of the platforming is based on perpendicular jumps , stand on one weapons platform and jumping across to another . I ’m pretty trusted that ’s where   the word   “ platforming ” comes from .

The issue is that the forward movement you need to close up the gaps does n’t always end once your feet touch the ground ; I had an effect with Ryn continuing to take a tone and a one-half , sometimes two steps , forward after landing from a forward jump .

Fading Skies Ryn

One or two step do n’t   fathom   like a big deal   until   you ’re landing   on the edge of the program you jump to .   A lot of the   chopine , specifically the rock ‘n’ roll ones , felt just big enough to land on ifRyndidn’t   adjudicate to take those extra steps .   There were   certainly   a few times when this extra momentum saw me slip off the bound of the chopine and fall to my death .

I   overleap the mark   on the platforming   quite a bit , falling off the edge , colliding with the back of a rock , coming too miserable to latch onto an border , and toss out myself too far to one side .   I ’m normally not this bad at platforming , and while I ’m sure player acquisition had something to do with it , I   plainly   felt like the momentum , chopine size of it , and locating in the Fading Skies demo could use some piece of work .

That   being said ,   I found that   the platforming was mostly   pretty   good .   Mechanics like airdashing onwards and up were fun , paired with some   interesting   puzzle ideas , though I felt   like   these puzzles tended to penalise the learning process with death / checkpoint respawns a bit too much . A “ rubber net ” terrain arrangement under some of these mechanic introduction puzzler would have made the encyclopaedism curve   a mo   more forgiving .

Fading Skies Fight

In addition to the platforming , the Fading Skies demo show off some light source , albeit interesting , combat mechanics .

Fighting enemy in the Fading Skies demo   consist of   dodging , an place ranged attack , and loose / heavy attack rotation . elementary and sweet , Fading Skies makes its combat stick out out with a few interesting   slight   twists , like harbour enemies , bread and butter mobs , and using the surroundings ( or from time to time an enemy ’s attacks ) to harm your foes . As I said before , the combat come secondary to the platforming and   is often baked   into the traversal mechanics in one way or another . You ’ll see a few curt combat encounter to break up platforming , a section that requires you to duck’s egg and dash through terrain to quash   being shot , or even a genus Bos fight that requires quick and cagy   traversal of the terrain   to win .

The Fading Skies demonstration reminded me a lot of classical PS2 - era platformers ,   both   due to the mechanics themselves and   the way   the game ’s setting was presented .

Fading Skies Dragon

With its character invention and people of color option , it gave me   huge   Spyro vibes . The worldly concern is remarkably pretty to look at and , though full of danger , feel welcoming and whimsical . The entire demo is prepare in a vibrant forest era , which then transitions at time to this interesting cyberspace world . Both conserve vibes of wonder and whimsy without feel dumbed down or too “ childlike . ”

The Fading Skies demonstration take to withhold much of the game ’s history , slue out a few cutscenes and character debut , but   the bits we get served are   interesting   and left me wanting what the   full   experience would offer .

From what we see in the demonstration , Fading Skies   seems to be   a sci - fi story set in a strange alien earth .   It   look to touch on   on interesting concepts , like astral projection , leave past , and a   strange   corruptness of the local population by evil energy lock within unknown and minatory crystals .

Fading Skies Astral Projection

The graphic symbol we meet in Fading Skies   miss any   substantial introduction , which is done on intention to keep from spoiling the account present in the plot ’s main firing .   Nevertheless , I found myself draw in by   what slight of the   role we see . Specifically , our admirer , Ryn , is an interesting one , with a positive mental attitude and alone abilities , paired with a past times sully by amnesia .   Fey , a character we see shortly in a cutscene included in the demo , also   caught my attending . I   was left curious about their relationship and require more from these characters .

It had a few singultus , but the Fading Skies demo overall give a taste of an experience to come that I ’m sure player will love . With a big setting , a taste perception of some interesting graphic symbol , and some fun , albeit slenderly graceless , auto-mechanic , Fading Skies has a lot of promise , and I ’m excited to see what ’s to fare with the game ’s full exit .

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