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    MrRiddick, 18 february 2018 21:43

    Review: Dandara

    Warrior named Dandara is known to many people in Brazil, but outside of this country, few people have heard of her. On the Internet about her there are only a few pieces of information, and no one even knows if she was born in Brazil or in one of the regions of Africa. But her contribution to the struggle with the slave regime was not forgotten - in the 17th century Dandara did everything possible to protect the inhabitants of the Republic of Palmaris, where runaway black slaves were hiding. She owned and capoeira, and was able to hunt, and cultivated the agricultural crops, so that people next to her lived in safety for many years.

    Creators platformer Dandara , as it is easy to guess, inspired by the activities of this particular woman. They themselves come from Brazil, that's why they are quite well versed in this topic. However, they did not elaborate on the history in detail, but they came up with a certain world of Soli, whose inhabitants were once free, but now oppressed and isolated. Save them for the main heroine, but do not expect any excursions into the story - the plot is as schematic as possible, and the dialogues bear almost no value. But if you know in advance what I described above, the logic in what is happening will be greater. 

    What can not be explained in the game at all, is the inability of the character to move normally. We are used to running around to the heroes of platformers, but in Dandaraall differently - having got in the next room, the girl hangs in the air and can land only on white painted platforms or plots of land. The next step it does by the same principle, and the player chooses the direction, moving the stick on the gamepad (with the keyboard and mouse it is better not to come). No exceptions developers do not - if the white spots are not visible, the heroine does not even lift a finger.

    Get used to this mechanics is very soon, and after a few minutes you stop feeling any inconvenience. It is not necessary to aim precisely - if the stick is pointed in the right direction, the line with the arrow will in most cases point to the painted area. Due to this, you can move from one end of the corridor to the other in seconds without pausing - the original idea is implemented great. In this case, the episodes, which in ordinary platformers would have been easy, become difficult in Dandara . It seems that the neighboring island with the chest is very near, but without the white sections to reach it can not - you have to look for a workaround.

    The Salt World is a set of rooms connected to each other by corridors. And it's not always clear where the floor is, and where the ceiling is. Opponents of several species can walk on any surface, and even the heroine does not feel bad when standing upside down. Regardless of its location, the game process always remains the same: hit a new zone, looked around, jumped over the painted areas, got to the next door. But in some areas, you can not get into some zones at first - structurally the game is another "metro-dating", where from time to time you either acquire new skills, or activate levers to open the way to the following locations.
    Residents of the world periodically endow Dandara with bonus abilities: then she learns to move certain platforms, standing on the buttons, then she will launch rockets that destroy the stone blocks. In the chests, too, are hidden some improvements - for example, the heroine's pistol will produce more shells in a single shot. But in the battles with ordinary opponents and "bosses" little will change until the finale - as the bullets fly not very far, you need to lure your enemies and only then cause them damage. And in some cases, if there are many opponents and they also possess firearms, the player has to jump from corner to corner, dodging dangers and at the same time eliminating opponents at the first opportunity.

    Because of such moments an easy walk will not seem to pass - the more new rooms you learn, the more difficult the game becomes. And for death they punish severely, taking away all the salt - the local currency. The soul of Dandara remains after the death in the same place, so you can always go back there and pick up the honestly earned. 

    Funds are being spent to increase the stock of health, to improve the effectiveness of first-aid kits and other parameters. Each wrong move takes away a unit of health, and if the player pays little attention to "pumping", he can have a lot of problems. Defeated enemies do not leave behind any "lechilok", first-aid kits are rarely found and lie only in chests, and it's often not so easy to get to the camp.

    To the complexity of the game process, there are no complaints - everything is in order here, and if there is a dozen of shooting opponents in a small room, the search for opportunities to jump past the shells becomes a kind of puzzle. 

    A significant drawback of Dandara is connected with the world map, which can rightly be considered the most useless among all games of this genre. It does not always cope even with the basic task - to give the user to understand where he is and in which direction he went. When you visit the next zone, the whole room just starts to flash on the map, and the character's icon is not drawn. But it's only half the trouble - sometimes the rooms rotate 90 degrees, and the card stays in the same position. And you have to calculate in your head where you stand and where to go next.
    In addition, nothing useful has been drawn on the map - it's just rooms and corridors. Neither open and missed chests, nor levers - no one seen the object is not fixed. Fortunately, a lot of things are picked up at the very moment when you see them for the first time, but I left the couple of chests that were missing for some reason untouched, and there is no desire to find them myself. Such a shortcoming is easily explained by a small budget, but at the same time there is certainly nothing to prevent players from making notes on the card themselves. Another disadvantage is that once visited the location is marked as fully explored, even if its part was blocked. Because of this, sometimes you get confused, not understanding where you need to go.

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