![]() ![]() If you find things are just too difficult and you wish to continue the game and learn the story, there is a menu option to force all doors open for the current puzzle (thus allowing access to the room’s aether vial). Puzzles do get steadily harder, mostly due to the various additional mechanics luckily you don’t need to complete all of them unless you want the completionist ending, as you only need to complete about 65 of the 95 puzzle rooms to finish the game. There are several new things that Aethernaut manages to introduce with only the three types of cubes, including portals, time travel, and even alternate dimensions! Once you’re past the first two hubs, you are free to explore as you desire, with only the occasional tutorial room casting shade on your progress forwards. If an area is unlocked via a tutorial level then you can expect the new mechanic to be involved in pretty much every puzzle there. Puzzles are split into zones, with each group having similar difficulty levels. You do have the ability to actually use both hands, something which shouldn’t sound revolutionary but somehow still feels it! Each hand has a main (grab hold/let go) and secondary (put in/take out) action, and if you try to press a corresponding button without a matching interaction then the game will try to default to whatever is closest (for example, putting down the item in your left hand if your right hand is empty). ![]() The gameplay is fairly standard for the genre you move around, you pick things up, put things down, and repeat until the puzzle is solved. Even the tutorial levels give you only a brief overview of the what, and let you figure out the how yourself. It gets more complex than that of course, but the game takes a very hands-off approach in terms of the puzzles themselves: the experiment rooms will simply leave you to get on with things, offering no guiding light at all on how to get to the aether vial which serves as the completion check mark. Each aether cube only actually does anything when it’s inside of something else (usually a lamp post), and the basic gist revolves around shining light - or shadow - on door locks to get around. There are three primary types of aether: light cubes (the cyan ones) will spread an aura of light, shadow cubes (the magenta ones) spread an area of darkness, and later on you’ll learn about time cubes (the green ones), which freeze mechanisms in time. The experiments are based around an alien substance called “aether”, which the scientists of the facility contained within cubes and utilised to various effects. A chap by the name of Cornell makes contact with you in the first couple of rooms of a dilapidated research facility, slowly explaining what on Earth is going on as you progress through the various rooms, solving increasingly complex puzzles. What is an Aethernaut, you ask? No idea exactly, at least not until the story point that illuminates things a bit more, but the short version you get near the start is that they are the last hope to save the world. You play as the latest - and last - in the line of titular Aethernauts. ![]() Inspired by both the Portal series and The Talos Principle, will this game shine a new light on the first-person puzzler genre? Reviews // 24th Apr 2022 - 1 year ago // By Kyle Nutland Aethernaut ReviewĬubes, buttons, and experiment rooms - no we’re not talking about a new Portal game but Aethernaut, a recent release by one-man developer Dragon Slumber. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |