Since children some particular characters – or perhaps it would be more correct to say “Roles” – within society, they have exerted a certain fascination on us. In fact, in the moment of the game, the concept of right and wrong gets to mix with everything else, generating one playful dimension where everything is lawful and curiously attractive. So once “Let’s play at being soldiers”, another a “To be criminals”, and so on, experiencing all creative possibilities of the case. These days we have had a chance to try in early access a video game that has given us back the exact same sensations of many years ago, the same possibilities of childhood imagination now in the form of tangible experience. Developed by the guys from GFX47, No Plan B he knew how to surprise us in his small way, reminding us that even simplicity, if elaborated with care, can lead to completely unexpected surprises. Reminding you that the game is currently available on the Steam catalog in early access, let’s find out what it is.
A strategic role?
It would be completely useless to talk about plot, given that No Plan B he does not have any. In fact, everything is concentrated in an experience linked to the play structure which does not have a narrative contextualization, moving rather along purely tracks “Canned” through which to try the various possibilities offered. At the very first start of the title, the player is offered the first choice to move some possibilities. The game develops through four factions distinct: Swat, FBI, Thieves and Gangsters. This is not a purely aesthetic or narrative choice: each of the individual factions is designed by specifications features to distinguish them from the others. These statistics they will be fundamental later on, during the various games, and they unfold in percentage life, attack speed, rotation speed, etc.
Once you have chosen your faction you will be projected into the gameplay real. It’s missions to start the various games, with the possibility of learning all the rudiments in the mode “Training”, essential at the beginning to start getting carried away with everything. In addition, you will have the opportunity to also address some details daily missions and to try their hand at a way in which create your own personalized mission.
No Plan B is a video game by strategy, and on this line he continues convinced all along his path. At each mission we will have a team of 8 people to be controlled with the mouse and a top view with which to manage everything with confidence. The first fundamental phase, therefore, will develop in the creation of your own team, remembering that each member of this will play a specific role within the various missions (reaching to consume energy from mission to mission).
The management of the characters is therefore the first thing to think about, along with their deployment from time to time. As soon as you start the various missions, everything will be in the hands of the player.
Each of them will have a specific objective that can be reached according to methodologies that can be read with experience. You will therefore have to move every single member of the team, both simultaneously and detached from the others, to reach the same point together.
The management of roles, the individual possibilities of the characters, energy and skills is a fundamental element in the general difficulty of the video game. Speaking of difficulties, during the general advancement in the game, the death of the team members is permanent, as well as the various injuries that are inflicted on them and the aforementioned fatigue. This should further reflect on the moves both future and past in the various attempts that will be faced.
Is time your friend?
One of the key elements of No Plan B, merged with its strategic soul, is the time management available from mission to mission. At each start you will find yourself in an unprecedented situation with the possibility of moving or not. However, every single move moves along one time line specifies that appears at the bottom of the game screen.
This timeline is not only an added element to the difficulty and pressure, but a real tool, also usable, to better manipulate and move your steps in the game experience. In fact it is one of the most original gimmicks in terms of gameplay.
Something that knows how to shuffle the cards in play of an extremely experience classical in his presentation. Merged with all this title, he proves to be quite careful even in the smallest details, returning, for now, a game experience entirely projected in the gameplay and in some small things that are pleasing and denote a certain commitment (such as the fact that the speed of movement character affects his accuracy in hitting various targets).
Speaking instead of the aesthetic side there is not much to say. No Plan B it is extremely simple from this side, modeling itself along a graphic with features “Playful”, almost everything was made with the play dough. From this the sensations we talked about at the beginning of the article come further increased in an experience that disguises itself as aesthetic simplism by returning a work that knows very well how to lead to frustration, especially if it is faced by underestimating the ravines in designing it.
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