《Drifting : Weight of Feathers》Review – Internal Canvass

《Drifting : Weight of Feathers》Review – Internal Canvass

The parkour genre can be thrilling in ways few other genres can, with contextual seamlessness being at the forefront of the experience. Still, the act of movement must feel satisfying for this genre to stick. Unfortunately, Drifting: Weight of Feathers is a title that fails to nail that landing, instead being a consistently awkward mess, I found myself enduring out of obligation more than anything else.

It is worth noting that this game is a low-budget project, so some understanding is required regarding the overall quality, though that doesn’t necessarily grant it a free pass in the realm of fair comparisons. Throughout this title, players control Faye, a criminal on the run. There is some sort of a narrative here, but to be honest, the presentation of depicted information makes it difficult to truly build an attachment. Some cutscenes are present, and they come off as humorous in execution with jarring movements and models.

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Regardless, the narrative is not the focus of this experience. Gameplay is fittingly the name of the game here, with movement being front and center. Simply walking around in Weight of Feathers requires experimentation as it is not the run-of-the-mill 360-degree rotation one would usually expect. Instead, it is tank-like, with turning needing acute patience to master. This design choice isn’t an inherent negative as it is perfectly controllable once some time is taken to understand how it works. Still, it does feel needless and ends up making the base act of reaching nearby locations an arduous affair for those desiring a more standard control style.

The main way players will be getting around is via Faye’s Hookshot esque device that latches onto select surfaces. It is often used on walls, but it can also be used on the ground to push her in the intended directions more swiftly. When on walls, Faye gradually slides off if left unattended, but walking fights back against that momentum. Jumping between walls results in a rather fanciful leap that takes some getting used to, thanks to its jarring flourishes. Still, it functions, but nothing genuinely notable is done with the parkour to make it stand out.

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To be honest, the first 30 minutes of gameplay will ultimately determine how one feels about this title. Regardless of later added components such as lite puzzles, it’s clear that this game caters to a particular crowd who manages to fall in love with the movement. The puzzles can be seen as the ultimate realization of ones’ understanding of the mechanics. While the parkour is typically standard, finding the right angles to solve puzzles can be time-consuming, especially for those not fully accustomed to the physics.

When it comes to other facets of the experience, such as the sound design, Weight of Feathers is immensely subpar. Many areas are simply void of songs, which would enhance the mood if there were any. As stated earlier, there is a lack of an effectively communicated narrative, adding to the practically nonexistent tone. The designs of the maps don’t ever really stand out either, so I essentially felt like I was constantly playing through an endless sea of blandness. Whether it is due to a lack of budget or other such factors, all Weight of Feathers potentially has going for it is its fundamental mechanics, which, even then, is going to be an arduous sell for most crowds. At the end of the day, I, unfortunately, did not have any fun with this game in any way, shape, or form.

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Drifting: Weight of Feathers is not a horrid experience everybody should avoid at all costs. It’s clearly not backed by a substantial budget or team, so it’s worth keeping that in mind. Still, those seeking fulfilling puzzle parkour experiences should find their fill elsewhere, as this title is really only meant for those who are desperately searching for something new. The lack of music, questionable story implementation, and awkward presentation don’t help matters either.

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