Un­box: New­bie’s Ad­ven­ture

Spe­cial de­liv­ery! Sign for a plat­form­ing ex­trav­a­ganza here

XBox: The Official Magazine (US) - - RE­VIEW - Zoe De­lahunty-Light

Or­di­nar­ily you’d be con­fused if you re­ceived a pack­age that’s filled with sea­wa­ter or has six other boxes stuffed inside it, or for some rea­son has a cape tied around it. But in Un­box: New­bie’sAd­ven­ture, all th­ese odd fea­tures are signs that you’ve been en­joy­ing the sights of its plat­form­ing postal-based may­hem, rather than hav­ing an ec­cen­tric post­man tin­ker­ing with your parcels.

From the very start, the open world you find your­self dash­ing through is pleas­antly full, pop­u­lated with halffin­ished build­ings, plenty of in­dus­trial machin­ery, and con­struc­tion work­ers with bright yel­low hard­hats. I should men­tion that every NPC, like you, is a walk­ing, talk­ing card­board box called a Zip­pie. Sounds odd at first, but a sur­pris­ing ben­e­fit of be­ing made of card­board is that you’re able to ‘un­box’ up to six times mid­way through a jump, which fires out a smaller ver­sion of your­self from un­der­neath to give you a mighty midair boost.

Leap of faith

Once you get a hang of the pow­er­ful jumps (at first you’re sure to over­shoot and get ac­quainted with the deadly sea­wa­ter), this un­box­ing abil­ity ends up be­com­ing a nifty tac­tic. Use it to quickly undo your mis­cal­cu­lated leap off the side of a tower you’re meant to be scal­ing, or to give your­self a bird’s-eye view of a Wild­card strong­hold, the en­e­mies that want to de­stroy your beloved GPS. Each bound is ex­hil­a­rat­ing, and I only wish there were more non-timed plat­form­ing chal­lenges to test just how far you could in­no­vate with it.

Nail­ing the jump is one thing, but land­ing takes some get­ting used to—be­cause you’re con­trol­ling a cube, the mo­men­tum from the leap means that when you land you have a ten­dency to roll a cou­ple of ex­tra feet. Mind you, all this does is make the plat­form­ing pleas­antly chal­leng­ing, as you’re able to quickly cor­rect your­self be­fore bound­ing into the air once more. It only be­comes frus­trat­ing on smaller plat­forms, where pre­ci­sion is ev­ery­thing, but it’s not hard to for­give.

One of your aims is to col­lect stamps by com­plet­ing chal­lenges. Th­ese range from climb­ing up a dizzy­ingly-tall spire—com­plete with mov­ing plat­forms—to let­ting rip with rock­ets. There re­ally should be more plat­form­ing sec­tions, as they’re deliri­ously fun, but in­stead there’s a mul­ti­tude of timed mis­sions. Most of the timers are gen­er­ous, but they should only be at­tempted once you’ve mas­tered the jump­ing con­trols. One mis­take and you’ll find sea­wa­ter seep­ing into your card­board edges.

If th­ese on­screen clocks don’t do it for you, there’s a postal-van’s worth of other stuff to do. Get ob­ses­sive and col­lect all 200 rolls of gold tape hid­den around the map, or hero­ically save the Zip­pies that the Wild­cards have locked in cages. You could even just hunt down the stamps, not at­tached to any chal­lenges, that have been dropped some­where and of­ten re­quire a puz­zle-solv­ing en­deav­our to un­cover. There’s plenty of Zip­pies to chat to as well; be­ing given a bunch of bal­loons by a Giv­ing Post and float­ing into the sky was a high­light, as was spotting a Bioshock­In­fi­nite ref­er­ence. Per­son­al­ity over­whelms in Un­box:

New­bie’sAd­ven­ture, mak­ing the world feel alive and kick­ing—if boxes had feet, that is.

“Per­son­al­ity over­whelms Un­box, mak­ing the world feel alive”

right

Zip­pies pop­u­late the world in var­i­ous col­or­ful guises. Be­low

Scale the tower in the cen­ter or ex­plore the is­lands; it’s up to you!

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