This "little game" is actually the biggest obstacle on the way to the best of the year in "Black Myth"?
In the past two weeks, Sony has been out of the limelight.
First of all, "Star Attack" was offline when it was launched, setting a shocking record of losing hundreds of millions of dollars in 8 years of research and development. Then "Astro Bot" was born, which shocked the world with a Metacritic score of 94. Recently, it is another trick PS5 Pro priced at 699 dollars, which directly broke the pricing rules of game consoles and shocked the industry. Suozi, who fans love and hate, shows the "duality of gods and ghosts", which has brought a lot of after-dinner talk to the somewhat tepid game circle this year except for "Black Myth: Wukong".
When it comes to "Cosmic Robot" and "Black Myth", who can win the TGA Best of the Year is naturally a hot topic recently.
"Space Robot" has a good reputation
Although it is not recommended for you to browse the various platforms on the Internet for a long time, I think some of the questions raised by some players about "Cosmic Robot" are quite valuable for discussion.
Does Cosmic Robot deserve a high score of 94? Is this "small" platforming game worthy of a GOTY? In addition to the so-called "shock", what is its new value compared to a grandfather like "Super Mario Bros."?
Aside from the price controversy and the unclear sales, as a representative of pure playability that breaks the stereotype of Sony film and television 3A in one fell swoop, why does "Cosmic Robot" make people linger?
After playing with genuine pleasure, I hardened my heart to look at this "truly exclusive masterpiece" – and I thought: I might as well have more.
Masahiro Sakurai said it was good to play!
Unique "Cable Interaction"
In 2020, when I first touched the PS5 in SIE's Shanghai office, I played with the "Wireless Controller User Guide for Cosmic Robots". At that time, I felt that Sony's bet on "interaction that breaks the dimensional wall" may be the most memorable keyword in the console industry of this generation.
While Nintendo was a pioneer in the design of vibrations, sensations, and blowing on consoles that connect the inside and outside of the game, the PS5 has indeed managed to make a delicate blend of these features and the right level experience until they become part of the gameplay. Instead of engaging in additional hardware, the sensory extension that the controller can provide is also very much in line with the immersive experience pursued by game consoles.
Over the years, this line of thinking has been deeply rooted in the hearts of the people: when players see a new game coming to PS5, they will care about how far it can vibrate the controller and adapt the adaptive trigger. Whatever the degree, the PS5 controller has really changed the way many people think about the gaming experience.
The handle is important
As a hero who vigorously promotes the PS5 tactile experience, this "Cosmic Robot" naturally plays this set of interactive logic to a new height.
For example, even though I'm used to having different touches when I walk in different scenes, I am still very pleased with the rich, delicate touches of sand, ice, and underwater that meet realistic expectations. Personally, I like the "stone road" in the game very much, and the "trance" that seems to be really filled with stones and sand in the handle, I really don't know how to polish it.
It is worth noting that the somatosensory effects and physical collisions of this game are equally eye-catching.
Fallen leaves all over the ground will flutter because of your spin; Pine cones on the ground can be knocked flying; The various animals in the scene can be punched, kicked and reacted. Even a carpet and a rope, the game has a collision effect that matches real-world expectations. On top of that, the game further emphasizes the feedback of the corresponding movements: you can feel the difficulty of pulling an object, or you can feel the acceleration of being thrown or falling.
Perhaps because the series has VR genes, "Cosmic Robot" emphasizes "what you see is what you get", which can be regarded as once again deeply practicing the entry point for players to integrate into the game.
At the same time, in my opinion, "Cosmic Robot" is cut in from a very "Sony perspective", and the strong interaction from the dimensions of picture, touch, and physical collision has piled up an emotional experience that is difficult to replicate.
You may think that these things shouldn't be the focus of platformers, but they really enrich the gameplay. Compared with decryption and passing, digging out every interactive content in a small level has built a more abundant fun for this work.
From this point of view, "Space Robot" is also very self-consistent as Sony's first party. It is not a crossover to Lao Ren's track, it is still a rope-style masterpiece starting from performance and audio-visual immersion, but it is just a small but beautiful skin.
What cannot be ignored is that "Cosmic Robot" has also put a lot of effort into the emotional level. If you are an old user who has grown up with Sony IP, those memorable works and characters alone are worth 60 US dollars.
On the way to collect 300 robots, players will meet a large number of well-known characters who have made great contributions to the PS platform. What is touching is that there are not only those popular stars, but also many old guys who have been forgotten for a long time.
If seeing the psychological mantis of the "Metal Gear Solid" series amazed me, and seeing the girls in "ICO" made me cry, then the moment I found the male protagonist of "Weapons of the Wild", there was only a deep grudge left...... So Sony, you remember them.
Who remembers this one
What's even more commendable is that "Cosmic Robot" does not attribute feelings only to the form of easter eggs.
In each galaxy, the game offers a complete level that relies entirely on the gameplay of the original game to present the characteristics of those classic IPs. For example, in the "God of War" level, players are asked to learn to throw axes. The Uncharted level is Drake who pits the enemy with a pistol, and there is even a level of "Luck Luck...... Tears of the times.
Become Drake
So I think that in terms of technology, fun, and sincerity, "Cosmic Robot" deserves an annual nomination for a major award.
Even if it doesn't have a high score of 94, its maverick idea of further polishing the sense of presence rather than just building a platform level experience is also of great reference value in the industry.
If Lao Ren is a god who does the dojo in a snail shell, and can make infinite rules diverge in a limited space, then Asobi Studio is a master of controlling the flow, which makes you forget for a moment that you are looking for design pleasure in the game, leaving only a strong drive of pure pleasure.
I have to say that this difference in thinking is really magical.
It's like a lot of reviews from gamers and the media: pure fun - this kind of review is actually very much like for Nintendo. But I think that the praise that "Cosmic Robot" has received is not entirely due to the platforming mechanics or the renovation of the level design, but the "audio-visual senses to mobilize deep emotions" that Sony is best at.
It seems that the magic of the game design is really single-minded, no matter what the "technique" is sought, the "way" that can be reached in the end is the same - just have fun!
Level! Level! Level!
Of course, Cosmic Robot is still a platforming game after all. So no matter how much I try to boast about its uniqueness on a tactile level, level design is a dimension that can't be bypassed. It can even be said that the idea at the level level is the key to triggering the majority of players to discuss whether "Cosmic Robot" deserves to take GOTY.
In all fairness, I think Cosmic Robot cares more about the player's one-time flow than about the delicate toys that repeatedly challenge and explore the gameplay. This also leads to the fact that in terms of the amount of content, it may be difficult to meet the desires of platforming fans.
If you only play the main story, you will probably only be able to complete half of the game
But do you want to say that the level is the point where this game drags its feet? That must not be.
I can even say that this is the most thoughtful and powerful latecomer in recent years, and the level of "Space Robot" is definitely solid.
Although it is somewhat common to find 300 small robots in 80 levels in 6 galaxies to repair the large frame of the PS5, whether it is discovering hidden paths, using special items, or boss battles, this game is designed to be both exquisite and refreshing.
In terms of creativity, "Cosmic Robot" has handed in the homework.
One of my favorite things about this game is that we try to add a unique item to each level, supplemented by the corresponding interactive level. For example, the sponge that can absorb water becomes bigger and smaller, and the time to stop finding connections from dynamic objects, and inflating oneself to turn oneself into a balloon are humorous ideas that can basically maintain the pleasure of the whole process.
It may feel a bit like the novelty of "It Takes Two" or Kirby of the Stars: Discovery and Discovery, but even after playing these titles, I will still be amazed by the design of "Space Robot". For example, a casino level can be stopped by time, and the cards thrown by the enemy can form a route and go up to blast it, which is very charming.
The thinking interval from "I haven't understood yet" to "flashes of inspiration" to "clever use" has been played by the production team very slippery, and the player frequently appears "can still be like this" point, which is an intuitive display of the level with plenty of fun.
When it comes to boss battle design, I can also give a straight ball praise that is "exciting enough".
In fact, generally speaking, I don't like the boss battles in "Cosmic Robots" that are completely based on cracking mechanics, and it may be that the game of real knives and guns after the boss is bright in "Kirby of the Stars: Exploration and Discovery" is more appealing to me.
But the single boss battle of "Cosmic Robot" is not long, and the performance is quite exciting, which makes the garbage time compressed to the extreme, basically every moment of breaking the move is addictive, and there is even a little unfinished after the fight.
It's a pity that the production team didn't dare to jump out of the core of the "one-time flow" experience after all, and only bound the charm of the above levels to the first-sight adventure.
So I think the biggest problem with the level of "Space Robot" is actually its biggest feature - the foundation is too good, but the ceiling is not high enough, and it doesn't dare to let go of the depth boundaries that an excellent base can reach.
I know that not being able to find all the collectibles for each level is really uncomfortable for OCD sufferers, but "Cosmic Robot" also puts the posture a little too low. Even when you enter the level for the second time, you can directly unlock a bird for 200 coins to take you to all the hidden elements.
This is obviously a deliberate and caring service on the part of the production team - for fear of frustration on the part of the players. But this is also a small "common problem" of Sony games in recent years, just like "Ratchet & Clank: Time Jump" and "Marvel's Spider-Man 2" The puzzle part can be completely skipped, since it is designed, why is it embarrassing to occupy the time of "all players"?
I don't know if it's because there are too many negative voices from players about throwing axes and decryptions in "New God of War", Sony's first party has begun to implement a similar ease of use design: players who like it stay, and those who don't like it skip. It seems humane, but I think it's a bit rude. Shouldn't the process of successful design be fun for players to figure it out and accept for themselves?
Of course, the core of "Cosmic Robot" is very self-consistent, it is for those players who like Sony's IP style and want to experience a moving journey in a relaxed and enjoyable way.
It's just a bit of a waste from a design point of view.
Starting from my immature thinking, even if I don't increase the difficulty of hard operations and force the player to back the board, can I expand the thinking range of passing the level a little more? I can't imagine how much fun it would be if there was a planet that allowed players to choose all the items that appeared before, supplemented by the corresponding multi-route map!
The final boss battle is actually a bit of a "choice" meaning
If you want to be really respected, I think you have to give some interesting practice space in moderation, even if it's not that mature. "Space Robot" completely has the "aura" of "Super Mario: Odyssey" throwing hats and transforming or 3D into 2D levels, but it lacks some of the "all 880 moons + purple coins" sense of repetitive challenge achievement. If you want to compete with the old Ren in the field of platform jumping in the future, this dimension really needs to be strengthened.
It is said that the official is already promoting the development of free DLC to provide players with additional challenges, so we might as well look forward to it.
Even if it's not GOTY, it's worth encouraging
Admittedly, this game will have one debuff or another in the eyes of many players.
For example, the volume and price do not match, and I have no sense of the feelings inside, and I can't look down on this kind of "imitator" after playing "Mario". Even if I'm an old fan who has played the VR version, I can find more faults if I really want to find fault - for example, the resource reuse of this work is actually a bit ruthless.
But I think Cosmic Robot should be a game to be encouraged from, both internally and externally.
Internally, at a time when players generally believe that Sony's first-party products are seriously converging, "Cosmic Robot" proves that its first-party production team has the ability to express pure playability in different types of tracks.
From an external point of view, the emergence of "Cosmic Robot" is not only an exploration and enrichment of the platform jumping genre, but also takes the lead in bringing a new atmosphere to the industry ecology dominated by the 3A University.
From a platforming perspective, it certainly has something to lose, but the commendable thing is that it's vibrant and doesn't stop at its predecessors — when you compare Cosmic Robot to Mario, the little robot has already won.
I used to think that "Gravity Vertigo", "Wanda and the Colossus", and "Luck Luck" were creative and fun-oriented, but they were hard to see again with the departure of SIEJapan Studio. But fortunately, "Cosmic Robot" has retained a seed, and it has taken root, leaving a strong mark in this generation.
Regardless of whether it wins or not, I hope to see more products in the spirit of Cosmic Robot on the market. I hope that Asobi Studio will not be confused by the unclear commercial feedback in the short term, as long as it moves forward firmly, the little robot will one day carry the real banner and win the praise of GOTY in the hearts of every player.
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