Encodya Test

The calendar shows 2062 as the year of the year. It’s a bit bizarre. It’s only 41 years away from where we’re now. With the denseness of the roads and the flying cars, as well as the artificial intelligence SAM-53 boasts, it would seem that the entire thing took place a hundred years later. But the director Nicola Piovesan chose the date shortly, as it is easy to reference the present world. There are not just similes and parallels that make an apparent reference to housing shortages and urban development but are also nostalgically twisted, like an obsession with the old-fashioned computers that are on the display of a junk dealer. Are we already talking about metaphysics when you find a 3.5-inch Floppy disk bearing the DOTT words (for “Day of the Tentacle”) in it?

Encoding isn’t playful, nor does it have graphically, much like LucasArts’ Day of the Tentacle; however, its reference to the good old days of sophisticated point-and-click adventure games is not accidental. Encodya wants to be equally complex and brain-teasing as its quality role model. The mission is accomplished!

A film with animation to play with

The story starts with a basic concept: Tina needs some food, SAM needs some oil, and the two require a ticket to the bus station to travel around the city. All of this must be discovered; since both protagonists have distinct strengths. For instance, Tina can find low and narrow spaces or get into the mouse hole. Tina is also able to communicate with others. SAM-53, on the other side, can reach distant objects. He is a master of technology and can communicate with computers or tech-savvy people. One-click on an icon, and you can control one of them and play with their abilities.

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It’s a lot easier said than done because Encodya is, by modern standards, an enormous hunk of adventurers. It’s not that complicated when considered rationally; however, it can be a bit difficult due to its abundance of sources for reference and combinatorial choices. According to the authors, you can visit 100 places that are only valid in the case of subdivisions of specific localities separately (i.e., side streets, interiors, etc.). i.e., interiors, side streets, and other such. There are a lot smaller.

The number of locations could be feasible; however, not the mess of objects Tina and SAM-53 accumulate all over the place. Mixing these items and then trying them in all areas to get there requires a lot of time and perseverance because there aren’t any other tools that can be used to study the details. Combining them is instinctual as long as you’re not figuring out which direction the game is headed.

The developers know this, and that’s why they’ve implemented two difficulty levels. Tina can consult her robot companion for clues at the lower level. His responses are not necessarily helpful, but at the very most, they are a hint towards the correct direction. If you’re looking to experience the end of the process fully, then skip this one.

The completely unaided experience could have been quite difficult if not for each episode’s outstanding quality. Tina and her robot show animations that easily beat other animated kids’ series in 3-D and are always set against stunningly drawn, sophisticated 3D backgrounds that don’t go beyond the commonly-used cel-shaded images to extremes. The frequently uplifting drawings, embellished by watercolor-like nuances, show Tina’s unwavering enthusiasm. It has a remarkably positive result. Whatever number of visits you make to the available places, you will be able to enjoy your time and think that you didn’t miss a thing in the end because you didn’t pay attention prior.

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However, this isn’t always the case. It is more due to the environment’s layout, but rather the unprofessional design of the HUD. In particular, the location and structure of the inventory are somewhat distracting since it’s located in the lower part of the display. In addition, because of the numerous tools and combinations, it is common to leave the inventory open, and some or all of the details always cover it. There is even the road brimming with new clues in one particular instance.

The story is worth telling

Apart from this flaw, Encodya does everything well if you’re a fan of the traditional genre rules. The interface is restricted to what is minimum, and the speed of the heroes could be significantly increased by double-clicking the usable objects in a way distinct from the background, and the puzzles are inventive but without losing their logical sense. Of course, the many open-source building websites can be overwhelming to some at first. You are constantly wondering if you’ve missed something. In the end, it is not uncommon that one thing can set an entire chain of ideas moving, and the logic is sucked away like scales that disappear from your eyes.

Encodya, On its own, frequently gives you short narrative snippets and notes that are narrative in nature. The progress is therefore presented as natural chapters that aren’t bounded with a slap-on stinger or similar stylistic tools. The result is five separate sections, each with a play time that is based on your ability; however, it is generally reasonable.

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