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Review by beast4321 on Tuesday, August 18th 2020
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Deconstructing review; loading bad pun; error. Selecting random victim. Found. Randomising attack on virility; Ethan2009 smells.


File found.


おひうがざいます, beast here to waste more of the precious time we mortals have assigned to us with another review. This time, of an individual known by the fact that Gami is way kooler than them, Meowmeowfurrycat, a nice, gender neutral name which fights societal stereotypes, but is difficult for reviewers for I must now avoid all gender pro-nouns or risk causing offence. Meowmeowfurrycat, who for the previous reason is something of a splode, is well known as a puzzle maker (read; I've never beaten any of there games or even a sequence in one of them) and provider of the game I shall review today; I shall refer to them as Furry throughout this review, ostensibly to save time but privately for my own amusement.


Story was interesting. While there appeared to be none, I don't think it was that simple. The atmosphere of this vast, ruined area, created a real feel of some sci fi, post apocalyptic theme, which Furry is well known for. And there did appear to be an owl who told me a story at module 4; it was a cryptic, almost poetic tale of an individual who moved somewhere with an exotic name, of which slips my mind. I'm sure there was some clever clues to some puzzle I missed in there; as usual with Furry games (haha) I missed it. Even so, I very much enjoyed this random narrative element; in some ways, this random and unexpected character, who later reappears in the kill switch to stare menacingly at the character, created so much more atmosphere than actually telling a story; it really left the player to wonder. So overall, I'm not sure there was a story. But there was certainly an atmosphere. I liked it.


This game kicks off with a fast paced, adrenalin pumping sequence where vast chunks of burst tile floor explode beneath the player, and they rush across several platforming elements or else tumble to their doom below. While at first glance this was nothing special, in reality, I have no idea how Furry has done this; the switches that activated the burst tiles aren't set by the character, which raises the question of who hit them? This rapid platforming was a theme used repeatedly, in three optional keylocks, concluding in an epic and frankly astonishingly clever boss fight against a small army of robots in an arena that changes after each fight in an action sequence that puts the Golden Fleece to shame. This provided a secondary, sidequest arc to play through, a nice change of pace to this largely puzzle based game. Speaking of which, the puzzles (I could actually solve them!) varied. They revolved around collecting a series of wheels across five modules, and filling a pit of lava with them, so that the player could activate a menacingly dubbed "kill switch." This was very cleverly done; the first module was easy to do, the second was very clever, involving careful hitting of perm switches to get a wheel across gears, and the third involved pushing a wheel across various elevators (done before, but it was well polished.) After the kill switch is active, it appears that the game culminates in an epic boss fight, the cryptic "???" on the map. Which is an excellent touch, including each module marked and a chance to view the astonishing scenery and maybe even apply it as your desktop background. Although it appears something went wrong for me, perhaps a switch I missed; I refuse to admit that Furry made a mistake in switches. So in conclusion, gameplay was largely lacklustre, with a few astonishing moments that really bought it all together. Even so, I loved all of it. It's a good one for the beginner puzzle plater, because while clever, none of the puzzles are particularly hard nor anything special. I think there is a case to be made that this game was largely unsatisfying, and would understand if that argument were made; none of it was particularly challenging or mind blowing. Which for me, was good. Personally, I enjoyed it. I thought that solving the various modules gave time for the atmosphere to really sink in, combine that with the cryptic owl, and when it got to combat, it really got the adrenalin pumping. But I imagine that the experienced puzzle platter who doesn't care for atmosphere would probably yawn.


Placement was well done. The level design is a variety of blocks of seemingly random choice, but of which I'm sure were carefully chosen, lending the game a haphazard random feel, but never detracting from the gameplay. The puzzles all required careful placement to work; they did. Enemy placement, were it occurred, was cleverly done, with them falling from the sky from teleporters. Although the big robot, during the Keylock finale, glitched me through the floor more times than I'd have liked, it was nothing serious, but did mean I have to redo that fight three or four times. Frustrating, but not game breaking. Asides from that, I tried escaping the map a few times. I didn't succeeded. So, a solid paragraph with a tiny mistake that I'm going to (mostly) ignore.


Here's the link to the map. https://i.imgur.com/aKguEka.png it looks incredible. This is the scenery present in deconstruction site. The ground is a clever combination of tiles with little texture that really work together. The various modules, my favourite being the second, appears to be some blue sci fi orb. To the left is what looks like an arch of rubble. It's almost steam punky in its beautiful defile of gravity. Below ground, a variety of dark colours create a earthy, natural feel. A variety of graceful, grimly coloured sagging arches really set the mood. The kill switch, in particular, really screamed of the motherboard of some ancient computer deep underground, with all the gears and grid textures. Different areas subtly shift colours, but never suddenly or in a way that seems off; it must've taken a long time to get that right, and I can really appreciate the effort Furry has put in. There were even a pair of mushrooms, far to the left; it was a pointless touch, but one that made me smile. Really, scenery made this game. It set the atmosphere and it's clear a lot of effort has been sunk into it. I don't know what a deconstruction zone is, but never once did I doubt I were in one.


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Story/atmosphere; ____.5/_____:
 
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Placement; ____/_____:
 
Scenery; ____.5/_____:
 

Overall; ___.75/_____:
 

So far, although the ratings don't show it, this is my favourite game of EGD; I haven't played all of them yet because I've been reviewing them as I went along, but even so, I'm incredibly impressed. If I were to be honest, the vast majority of the gameplay was nothing special, shifting wheels about, shouting rude words every time I messed up on an elevator, building suspense. But that nothingness really made the action sequences that there were all the more effective, and the burst tile scenes, more intense. Really, what this game is more than anything is atmosphere. In the controversy in art games Furry and Elroy recently revitalised, I've always found myself sceptical of them. This game is not one of them. But I think Furry has found a balance between atmosphere and gameplay which I'm happy with. So it's not winning any gameplay awards, but even so, I loved it.

 
 


deconstruction site Reviewed by beast4321 on Tuesday, August 18th 2020. (EGD) Loading... - A game review written by beast4321 for the game 'deconstruction site' by meowmeowfurrycat. Rating: 5