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Teslagrad switch review
Teslagrad switch review






teslagrad switch review

Then the boy finds a cloak, which can be imbued with a magnetic charge, letting him utilise magnetic fields to fling himself across areas and cling to magnetised sections of the environment. This is very important when he has no way to fight back against the dangerous things lurking. As the game continues, the young boy gets a pair of shoes charged with electricity that allow him to dash/teleport forward small distances, straight through small obstacles. There are some smart puzzles, having to magnetise an object that pushes or pulls others and has a knock-on effect to other items, requiring quick thinking and quicker movements to navigate all the moving parts.Įlectricity and magnetism are the heart of the gameplay and the gloves are just the first step towards mastering them. First off, there is a pair of gloves that can imbue metal items in the castle with positive or negative magnetism, identified by a red or blue glow. As he progresses, he finds items to help him progress. The game immediately introduces a land filled with puzzles, with the young boy having to jump and scramble his way through dangerous environments and often avoid deadly aspects of the scenery. Starting out, the nameless child is powerless, with just the ability to jump as he takes his first steps into the castle. The young boy explores the strange, Steampunk castle, finding artefacts granting special powers, then along the way he reveals the history and truth of his country. No, all there is is the little boy, running, fleeing, into a castle where "show, don't tell" is the heart of the game. History, though, is very important in Teslagrad. No Star Wars style crawl setting out the history of what is going on. There is no preamble establishing the story. The game opens a boy fleeing across rooftops and through back alleys, being chased by a group of red-coated soldiers.








Teslagrad switch review