![]() A Story About My Uncle is also, perhaps unsurprisingly, a story. It's not the only joy, however, as the mechanics and gameplay are only a small aspect of the whole package. Much of the joy comes from these landings, in fact - safely arriving after a long, daring series of mid-air stunts. When the beam is used successfully, it can be quite satisfying, especially when falling to oblivion is deftly avoided by grappling the ground split-seconds before overshooting it. ![]() Instead, it is demanded that releasing the grapple at the right time is learned so that coasting through the air can commence until another rock face is in range. One point that is quickly learnt, for example, is accelerating full speed towards a solid rock face is generally a pretty bad idea. The control of grappling requires some getting used to as the speed of the grapple, combined with the bottomless pits in most areas, can make proceedings pretty unforgiving. ![]() The use of the beam is limited, so planning the route carefully is imperative, as is rationing its use till the next landing spot where it can recharged. The grapple beam pulls players towards any surface, sort of like a mix between a hookshot from the Zelda series and a Ninja-rope from Worms. While the need to run, jump.and land is a constant, while in midair there is also a grapple beam that can be used, and this is where things get a lot more entertaining. It is all about planning the route, running, taking a huge leap, and praying the character is going to land on that little bit of rock that separates victory from doom… but it's not just about that. Making a whole game, then, around first-person platforming is risky, and A Story About My Uncle, technically, is exactly that sort of game. In a first-person title, however, the legs of the character can't be seen - in fact, they tend not to even exist, and estimating the position of legs that don't exist can be tricky. Normally, characters legs are seen in relation to the environment, and this helps estimate the height needed to land at and, thus, how much speed and force to put into the jump. Platforming in first-person games isn't widely accepted as being a good idea.
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