![]() ![]() Personally, I found my time with the game to be mixed on the one hand, I enjoyed the setting and general gameplay premise. We move between the points with the stick, and the characters with the d-pad, but once we’ve selected a point it moves between stick and d-pad input, and the UI isn’t overly clear about what we’ve already set up, or how things might play out between points if we need to send characters bac and forth. This feature I was not so keen on, simply due to the more awkward control implementation. A few times I’d accidently placed a bean just to the side of one I’d intended to attach it to, though there is also an auto click into place feature which works most of the time.Įlsewhere, we can also set commands for any of the heroes to execute in order at specific points in a level. Fine tuning placement of things can be a bit more hassle though as the cursor isn’t quite as accurate in its movement as I’d have liked. ![]() This can make building a little more fiddly, though a quick undo/redo function helps with any accidental mistakes. On console we are of course restricted to controller input. There’s a real skill involved, and as a mobile title it works brilliantly. At any point we can set the game in motion and see how our structure holds up, and are able to stop it at any time to make some adjustments as it inevitably comes crashing down before our eyes. We need to build struts, supports, use cabling, consider the weight of the bridge and the cargo going across it and more it can really test our planning skills. The tricky part is in building genuinely functioning bridges, and doing so under each levels budget. Using various materials, such as wood or steel, we need to build bridges to get them there in one piece. If you’ve not seen the Bridge Constructor titles before, let me give a quick overview of the gameplay a level is presented, usually with a person or car one end that needs getting to the opposite side of the screen. If anything, the Walking Dead tie in had me more willing to persevere, even if it is simply a familiar face to proceedings. That’s no to say BC:TWD is a bad time though. ![]() As soon as anything more complicated than a straight bridge is needed I struggled like all hell to keep the resource budget under the levels goal. I’ve never really gotten into the previous titles despite my fondness for this style of puzzle game as, quite frankly, I’m terrible at them. There is no voice acting but ClockStone Studio have manged to get the general character traits of each right in the text dialogue, even if Eugene’s complicated prose is a little over done here.īut the characters and setting are just an interesting hook to catch the attention the real meat of the game is the same physics based gameplay that the series is known for. It’s hardly a deal breaker mind, and they only really show up in these cut scenes for a short while. I put likenesses in quotes because, well, they are recognisable to a degree but the art style does their rugged, apocalyptic charm no favours. As is important in trial-and-error puzzle games, success is satisfying, but failure is entertaining, too.In what could be one of the more unexpected crossovers in recent times, the well regarded Bridge Constructor series has teamed up with The Walking Dead to forma fun, though bizarre, little puzzle title.īridge Constructor: The Walking Dead takes its cast from the AMC Television series rather than the comics, so we get “likenesses” of Daryl, Michonne and Eugene in amongst some new characters. You can test your solution at any time, even if you're not done-there's no harm done in letting vehicles explode, crash, and burn until you've figured out what the puzzle wants from you-and quickly get back to construction. ![]() The progression from one challenge to the next is pretty steep: rarely did I feel the previous chamber had completely prepared me for the next, but experimentation is fun and a handy undo button lets you quickly remove and rebuild any embarrassing mistakes. The fleet challenges are entirely optional: beating a chamber with one vehicle instantly unlocks the next. This isn't always hard: sometimes the bridges you've built for one truck can handle several just fine, but other times the added weight of additional vehicles will require you to build more, or build better, or rebuild completely, and the routes can be immensely difficult when portals have your vehicles crisscrossing or interfering with each other. Once you've solved a chamber, you can up the challenge by allowing a fleet of vehicles to run through the same course instead of just one. ![]()
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