The success of the classic exclusives PlayStation still does not give rest to some independent developers. That they want to do their Ico , then they try to copy some elements of Journey . And you can immediately guess what was the source of inspiration. The creators of AER Memories of Old were just trying to create something similar to the work of thatgamecompany , but in the end they did not understand what merits these games got a cult status.
The only skill of the character is the ability to instantly turn into a bird, and flights to excellent music have become one of the best moments of the AER. The bird accelerates, quickly turns, instantly gains altitude and is very easily controlled, therefore it is a pleasure to move between islands. However, in the gameplay plan, all these flights are just an attempt by the creators to stretch their time - yes, waving their wings is fascinating, but it's too long sometimes the process. Especially if you consider that after each temple you have to return to the very first island and talk with people.
In addition, if you did not listen carefully to the dialogue with the inhabitants of the settlement or talking animals, you generally will not know where to keep the path for passage. Heroes each time called the directions ("fly north," "go to the south-west"), but nowhere does it specify exactly what to do. Missed the key phrase or forgot it - prepare to aimlessly fly in circles in the hope of a miracle, as replicas are not recorded anywhere, and Auk does not lead. There is a map in the game, but the islands studied are simply drawn on it, and there will be no further benefit from it.
All the same can be said about the temples, which visit is for Auk the main (and only) task. These are corridors with a minimum number of forks, in which senseless running around is almost more than flying in the open world. Here you run down the stairs, here you climb the next one, here you make an incredibly simple jump from one platform to another, and then spend half a minute in a long corridor ... The heroine is annoyingly slow and clumsy, which also turns out to be a serious drawback. But at least it does not get stuck in the stones and walls - and that's good.
And the appearance, I must admit, was not the worst. The game really looks like Rime, but still her style is more minimalist. It does not look like a cheap indie game, collected in a couple of months - the artists obviously tried to create a cozy atmosphere, so they made several zones with different climatic conditions and threw around everywhere foxes with two tails, lambs and piglets. And the foliage of trees reacts to the heroine that cuts into them when landing. Above the sound, too, worked great: the grass crunches underfoot, the ice cracks when you walk on it.
AERIt can not offer anything, and the final chapter in it does not provide answers to any questions. What was it? Why did we do this? Why did it take only two hours? Perhaps, if you study all the memories and read the notes, the picture of what is happening will become clearer. But the game does not push it at all - just to explore each island in the hope of finding something there is unlikely to want anyone. And the storyline, if one can call it that at all, is only a visit to several key points, the exact location of which must always be guessed independently.