Gra­bity

PCPOWERPLAY - - Indies -

De­vel­oper NiNja Thumbs • P RICE Tba www.teamn­in­jathumbs.com

Why is this called Gra­bity? Terrible spell­ing mis­take, or clever dou­ble ref­er­ence to the game’s most im­por­tant fea­tures? As artist, Moritz Sch­lit­ter, tells us, “The core me­chanic is grab­bing ob­jects from the en­vi­ron­ment and util­is­ing them as makeshift pro­jec­tiles or shields.” My kids and I dis­cov­ered that the arena-style set­ting is even more fun when you turn off grav­ity and float around mur­der­ously. With a range of game modes and op­tions for cus­tomi­sa­tion, this is both for the couch at home and, con­ve­niently, to play with friends (or strangers) at a gam­ing con­ven­tion.

We spent al­most as much time cus­tomis­ing our game as we did play­ing, so I asked Sch­lit­ter what his favourite set­tings were. He says, “My favourite mode is lim­ited lives, 10, and ei­ther Jug­ger­naut with items set to Ex­plo­sive, or Stan­dard with stan­dard items and un­lim­ited time. When lives are lim­ited, peo­ple play con­ser­va­tively and be­come more com­pet­i­tive. This cre­ates in­tense sit­u­a­tions, like play­ers des­per­ately cling­ing onto their last life as you chase them down. Some­times they man­age to clutch it out and stage a come­back, lead­ing to an awe­some high-stakes fi­nale.”

Gra­bity is a straight­for­ward ex­pe­ri­ence that none­the­less cre­ates ex­ces­sive, and var­ied, drama. The art is clean and to the point, leav­ing an im­pres­sion of thought­ful­ness and pol­ish. Sch­lit­ter cites Rocket League and Halo as the team’s “go-to lunch­break games” and big­gest in­flu­ences. So, find this on the In­die Show­case and get ready for grab­bing, throw­ing, hid­ing and oblit­er­at­ing ev­ery­one. Sch­lit­ter prom­ises access to a range of game modes and set­tings, and says, “You can tell peo­ple are en­joy­ing them­selves when the trash talk­ing be­gins!” Oh re­ally? Well, I will hit you all with my crate. It’s a fun game.

Moritz Sch­lit­ter ArtiSt

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