Beacon Pines is a charming fairy tale, but only at first sight

Beacon Pines is a charming fairy tale, but only at first sight
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You leave a list of new game characters, and some of the little-known works go straight to the eye because of the visual style. These include Beacon Pines: artists who painted the characters here are very talented. The heroes are pretty, and the environment is bright and charming, as if they were illustrations in a children's book of fairy tales. And at first, Beacon Pines seems like a nice story about animals, but after a while, this "mimisity" mixes with the elements of the Triller.

♪ Beast guys ♪

We play for a character named Luca, who lives in the town of Beacon Pines, and the father of the main hero has long died as a result of an accident at the factory, and the mother has disappeared a few months ago, only the grandmother with whom Luca lives in a cozy house, once Grandma lets her grandson go out with his best friend, and the boys decide to find out what's going on in an old abandoned warehouse around which they somehow built a fence and put a sign on "Don't Come in."

The story at Beacon Pines is interesting for many reasons: in particular, it's all written like a book of fairy tales, with illustrations and a text appearing in front of it, and the actions of the characters are amazingly commented on by the storyteller. Heroes don't talk, they just make smacky sounds, like playing on old consoles, but sounds have different tone -- you can read their lines in your head with their voices, like you do when you read books.

There's always something going on: you get to know new interesting characters, you learn more about Beacon Pines, you go to new locations and you can study the objects that are placed on them. The transitions from a lovely tale to a Triller also shake history, so it doesn't stunk on the spot, but it's always surprising, though you wouldn't say that the word "surprising" is good here, but there's nothing particularly new about this story, but the interest doesn't fade from beginning to end.

♪ A few books in one ♪

However, the main feature of the story relates to mascots that the player finds as he passes through when he communicates with different heroes or studies objects. These talysmans represent words that indicate emotions and actions, and periodically Beacon Pines allows you to choose which word you want to put in an empty place in the sentence. This will determine further developments: for example, if you approach a hero politely, then history will not evolve as if you were smug.

But you don't have to expect a big story. This is, if you can put it this way, a non-linear linear story. So you're going to end up in the finale the same way as the other players, you're just going to go from late chapters to early, because those plot lines are going to end with someone else's death and new words are going to be found for the specs, and you're going to be moved to the exact point where the word needs to be chosen, and therefore repeatable scenes and dialogues don't come together.

The designers didn't just create mechanics for mechanics, but they tried to add as many interesting hooks as possible to the "necessarily" plot lines. Some heroes say riddles, some explicitly admit that they're crazy villains, or the bastards suddenly don't get so bad, and when you go back to the earlier episode, the main hero doesn't know all these details -- and the player knows -- and the player knows, and it's interesting how the story goes on, what role the characters play in the whole story, and how it ends.

But there's so much good to say about the game -- it's not bad, it's not terrible, it's just normal -- all the regions are divided into mini-locations that are within the screen, and we're required to either go out on the quest or talk to someone, and the zoo is different: dogs, cats, mice, and ape hippotics -- who aren't here. Sometimes appearances match the nature of a grinning hyena, for example, immediately untrustworthy.

Yes, some objects can be studied and even occasionally get new talysmans for it, but in the vast majority of cases, you just read short comments about certain objects. No collection items, no secrets -- just running around in charming locations and communicating with anthropomorphic animals. In general, that's enough for a game like this, and, yes, chronometrics don't stretch out inappropriate riddles, but still, the unwieldy gameplay doesn't allow the game to score a higher score.

***

You can't say that Beacon Pines is a mandatory game to buy, but you don't have to regret the time it's spent on it, and there's a lot of things on the screen that seem to be worth paying attention, but it's actually a boring pass, but it's not a case. Yeah, the game process is short of stars from the sky, but everything else is on a decent level, and the visual style is charming up to the final, and the story is intrigued and keeps on the screen.

Dignity:

  • The charming style — and the characters are handsome, and the locations are beautiful; the fascinating story, collected and undecided; the storyteller always gets into each episode's atmosphere precisely; the unusual way of storytelling makes the passage rememberable.

Disadvantages:

  • The game process is a little simple.
It looks like Beacon Pines is great, and artists have tried to make it stand out against many other such adventures. The sound of the great storyteller and the piano playing in the background makes the project atmospheric, especially when the lightest "darkness" begins. The only game is a happy story that will remember the original approach to storytelling. The estimated time of the five hours. The collection game is not envisaged. The overall impression is a good-looking adventure with not the most outstanding gameplay, which attracts a fabulous visual style and an intrigued story.
It looks like Beacon Pines is great, and artists have tried to make it stand out against many other such adventures. The sound of the great storyteller and the piano playing in the background makes the project atmospheric, especially when the lightest "darkness" begins. The only game is a happy story that will remember the original approach to storytelling. The estimated time of the five hours. The collection game is not envisaged. The overall impression is a good-looking adventure with not the most outstanding gameplay, which attracts a fabulous visual style and an intrigued story.

Graphics

Beacon Pines looks great, and artists have tried to make it stand out against many other such adventures.

Sound

A great storyteller and a piano playing in the background make the project atmospheric, especially when the light "dark" begins.

Solitary game

A pleasant story that will be remembered first and foremost by the original approach to storytelling.

Estimated passing time

Five hours.

Collective game

No provision.

Overall impression

A cute adventure with not the most outstanding gameplay that attracts a fabulous visual style and an intrigued story.

Graphics

Beacon Pines looks great, and artists have tried to make it stand out against many other such adventures.

Sound

A great storyteller and a piano playing in the background make the project atmospheric, especially when the light "dark" begins.

Solitary game

A pleasant story that will be remembered first and foremost by the original approach to storytelling.

Estimated passing time

Five hours.

Collective game

No provision.

Overall impression

A cute adventure with not the most outstanding gameplay that attracts a fabulous visual style and an intrigued story.

Further details on the evaluation system

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