There is one wonderful moment in the comedy series "Clinic". Young surgeon Chris Terk returns from the honeymoon. He stands on the ground floor of the Holy Heart hospital, while his best friend, John Dorian, waves him out of the window. “Wait, I'm now!" – the heroes scream in unison and at the same time rush towards each other. Wraps up somewhere halfway, Jay-di and a grater change places-now the first is below, and the second actively gestures on the upper floors of the building. Then the situation is repeated several times – two overexcited doctors are constantly missing, find themselves in different wards and even on different roofs. But soon they still manage to meet and very passionately, in a manly way, hug each other to half heals.
So, the above minute scene is great for describing gameplay ILOMILO. The only difference is that instead of the characters of Donald Fason and Zak Braff there are two charming boys with antennas, and instead of the “holy heart” – phantasmagoric piles of cubes.
Swedish family
By the will of fate, the heroes of Ilomilo (meet, silt and sweet; friends, twins or lovers – it is not really clear) were separated from each other. Between them there were huge abysses, dangerous traps, spatio-temporal laws and other troubles. Our task at each level is to lead two heroes through all obstacles and return their former unity. Sounds as a description of the ordinary puzzle-platformer? Do not rush with conclusions – entertaining details of the project Southend Interactive Enough.
As you probably already noticed from screenshots, levels in Ilomilo are huge arrays collected from plush cubes. And in cubes, as you know, six faces. So, in the game we will be able to travel through all six planes. At the stages there are special places for the transition from one edge to the other, and it is here that the entire level literally turns upside down – according to previously insurmountable sheer walls, you can walk freely; annoying obstacles that interfered with passage on one plane, on the other become completely safe. The comparison is quite rude, but something similar was in a campaign for someone else's in Aliens vs. Predator 2.
Soyuzmultfilm represents ..
As sources of inspiration to create the appearance of the game 20bets sister sites, Simon Flezer, among other things, calls the three greatest cartoons of the Soviet period. People familiar with them will now present the opportunity to be strifted, and everyone else is highly recommended to urgently run to restore a cultural gap. Classic after all.
Winnie the Pooh
Despite the fact that the Soviet film adaptation of the stories of Alan Milna has a very free one with the original, this did not prevent the cartoon from becoming one of the warmest memories of childhood for many people. It was originally planned to film all 20 stories, but only three of them saw life: “Winnie the Pooh” (1969), “Winnie the Pooh is coming to visit” (1971) and “Winnie the Pooh and Day of the Conceptions” (1972). The cartoon immediately after the release was molestage to quotes, which still often can be heard.
Hedgehog in the fog
Not childishly philosophical and thoughtful cartoon Yuri Norshtein, telling about a hedgehog travel to his friend Bear through an impenetrable fog. Long before Silent Hill and Stephen King with his “hare”, this slightly veiled horror easily drove into trembling (“But interesting,” the hedgehog thought, “if the horse goes to bed, it will choke in the fog?"). By the way, the “Hedgehog in the fog” is recognized as the best cartoon of all time and peoples according to the results of a survey of 140 film critics and animators of different countries. That's it.
Cheburashka
A beast unknown to science with huge round ears, infinitely kind eyes and obvious addiction to oranges was a real idol among children of the entire Soviet space: every second child necessarily had a soft (or not so) toy, which had an ears to the offensive easily broken up to the offensive. Four “original” cartoons of Roman Kachanov (“Crocodile Gene and his friends” (1969), “Cheburashka” (1971), “Shapoklyak” (1974) and “Cheburashka goes to school” (1983) turned out to be surprisingly kind and ridiculous, and the phrase. “Let me carry things, and you will carry me” for a long time leaded in unofficial charts of innocent children's jokes.
Swedish wall
Ilo and Milo are also trained to select and drag in a backpack behind Cuba with special properties, and it is thanks to this ability that the lion's share of puzzle is solved here. For example, you can choose a cube, which, being set in the right place, is “stretched” by three, is a kind of bridge on which you can run over the abyss. Or a holey cube-portal, which allows you to freely move from one level of level to another. There are lifts, cubes-lighters, batuta cubes-in a word, now we can say for sure that in Sweden they know a sense not only in the walls, but also in various kinds of cubes.
The stages in the game are generously stuffed with interior items that you need to interact with, and often the result of a banal press on the button manifests itself on the other end of the card. Suppose Ilo pulled the lever, but the elevator will come directly to the feet. This is another important feature of the game – the characters must actively help each other in order to ultimately meet.
Ilo and Milo will be able to exchange useful cubes (this will help them with an eccentric monster intermediary, similar to a striped sock with eyes), build bridges and portals for each other and push each other in every way in level. All terms for an interesting cooperative in the game are obvious, and Southend is unlikely to deprive us of the opportunity to pass the game with a comrade.
Swedish fairy tale
Interesting mechanics is far from the only reason to wait for the Ilomilo exit. You fall in love with this game from the first screenshot. All the fault is an amazing appearance – a mixture of sunny cheerfulness, surrealism, rag dolls and a pinch of madness.
When asked whether Ilomilo looks “in Swedish”, the leading designer Southend Interactive, Simon Flyser replies: “Oh no, I hope not! For me, "Swedish" is the perfect white cube. Made in the factory. Engineers and soulless machines ".
In this case, the game is really far from Swedish. She makes the impression of piece work – knitted with love of a woolen sock or skillfully scheduled clay jug. Silt and cute animated before … hmm … cute that even the most severe players, this will surely touched. While you will lead a couple through the puzzles, windmills, huge plush bees, caramel houses and ticking watches will swim in the background. Even cubes – it seems to be strict and clear geometric figures – here are built into curls and loops, intertwined in the air and abruptly break off. Already now Ilomilo on charm and charm is very close to a rag Littlebigplanet And necrobotanic Plants vs. Zombies. It seems that after the release of special friction about the winner in the nomination "Musi-Pusi-2010" will not be.
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Southend Interactive now sculpt a deep and diverse puzzle-platformer, which also looks completely magical. And if by the end of the development there is suddenly nothing catastrophic, we will soon get one of the most beautiful and kind games of the decade, after which both adults and children will spend their pleasure with equal pleasure.
We will wait? Spatial puzzle-platformer from Sweden with an amazing design, multifaceted (in the literal sense of the word) game mechanics and life-affirming message: “Be closer to each other!"
Percentage of readiness: 70%