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Posted by smithmorgan on August 25, 2024 at 12:49pm 0 Comments 0 Likes
Posted by smithmorgan on August 25, 2024 at 12:48pm 0 Comments 0 Likes
Posted by smithmorgan on August 25, 2024 at 12:48pm 0 Comments 0 Likes
Posted by smithmorgan on August 25, 2024 at 12:48pm 0 Comments 0 Likes
Gish isn't your average hero. In fact, he's not your average anything...you see, Gish is a ball of tar. A Sunday stroll with his lady friend, Brea, goes awry when a shadowy figure emerges from an open manhole and pulls Brea below ground. Following Brea's calls for help, Gish suddenly finds himself in the subterranean sewers of Dross, a long forgotten city filled with twisting corridors, evil traps, and some of the most demented creatures imaginable.
With his gelatinous structure as his only means of defense, Gish must follow the echoing cries of his damsel in distress deep within the earth below. What freakish creatures dwell in this subterranean land? Who is Brea's captor? And just how far down does the rabbit hole go?
Life isn't easy when you're a 12 pound ball of tar...
Title: Gish
Genre: Indie
Developer:
Cryptic Sea
Publisher:
Chronic Logic
Release Date: 4 May, 2004
English
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Gish by Chronic Logic, despite the fact that some people think it’s an old Smashing Pumpkins album, is actually a platformer video game. Pretty standard fare. The twist is, you have no legs. Or arms. Or… anything except eyes, a mouth, and a body. You’re a 12lb ball of tar.
Gish’s lady friend Brea has been kidnapped and taken into the sewers, and it’s up to you to save her. Fight your way through five worlds and reclaim your love. Now, to be honest, this title has not aged well aesthetically. The graphics are mediocre at best, and the audio is not very memorable. The five worlds are made distinct by little more than sprite-swapped square bricks with new lighting colors. There is a charming bit when you open the game where the loading screen shows a poster of a pop culture icon with the main star replaced by Gish. The Gishorcist, Gishheart, Gish Fiction. But the real draw here is the unique and simple-but-deep gameplay, which still shines through today, making this a game worth a look.
Gish can jump, but it’s a pretty ineffectual maneuver. To reach a ledge, you’ll need to gain momentum by jumping, compressing him down, and then releasing all that energy into a jump again. Gish can also modify his body in a few important ways. You can slide through narrow passages, increase your weight in order to crush enemies or obstacles, or make yourself sticky to cling to objects or surfaces (even ceilings). The whole game is based around learning these different modifiers and applying them through each (relatively short) level. This is a deep physics-based platformer, and you’ll develop a working understanding of momentum, trajectory, and crushing things with a tar ball. Pushing a box onto a pressure switch is a much different experience when you can’t pick it up with hands. You’ll need to stick yourself to it and propel it, or make yourself rigid and heavy to push it along.
Some of the levels can get extremely frustrating, and a single mistake can cost you quite a bit of time spent retreading platforming sections. Some jumps have very little margin for error, and the unique controls take a while to get used to. This leads to situations where you know exactly what you need to do, but getting Gish to actually accomplish that in the physics engine can be difficult. Especially frustrating is when objects like catapults or swings, which you need to use to progress, end up killing you randomly and draining you of precious lives. A few bugs like this are irritating, but not game-breaking.
Besides the main quest, there’s also a “Collection” mode and a Versus mode. Collection mode tasks you with collecting all the amber pieces on a level within a certain time limit, and can be a fun challenge, and a great way to learn the systems at play before diving into the main story. Versus mode is exactly what it sounds like. You and up to 3 other friends compete to kill each other using different tar balls. A fun little diversion, but not much else. For as long as the game has been out, it seems the Steam achievements haven’t worked, but it appears that recently they have been fixed! Finally, validation from Steam of my success in this game! They’re still really difficult to get, however.
While the game shows its age, and there are a few irritating bugs present in the systems, this is a title worth checking out for the sheer novelty of its control scheme. Manipulating Gish’s body to take advantage of the physics at play is hugely rewarding when you finally master it, and Gish’s descent down to Hell and back is quite a fun ride.. This game is horrible. Do not buy it.. I dunno if it's the 90's esque soundtrack or the fact that there's lives in this day and age. Not doing it for me.. the last truly original platforming title I've seen in a while Edward McMillan outdoes himself again :-). gishy gishy goo. check out my review here: http:\/\/youtu.be\/a8TJuLYMPag<\/a>. Clumsy controls and physics takes away a lot of enjoyment from this game. It really feels like you are controlling a black turd.. Gish comes from 2004, a time when every single game had some physics gimmick (Half-Life 2 was released around that time, too). Gish implements a nice physics engine in a 2d game, but then DESTROYS any chance of being a good game due to one very stupid decision: limited lives. It isn't a problem in the first or second world, but then there's a LOT of instant-deaths in the third (the "fall in the lava and die again" world). You don't combine these two things, instant-deaths and limited lives. It's not "challenging"; it just turns boring to do levels 3-1, 3-2, 3-3, 3-4 and then die on 3-5 because of a tiny mistake that throws you back to 3-1. Games like VVVVVV work because, even if you die a lot, you don't have to do again previous levels - even if it is hard as balls, it never becomes boring.
And the worst thing is: since Gish is a physics based game, your movement can't be very precise (as in VVVVVV), so you are prone to more mistakes and stupid deaths.. Q:When Dijkstra gives node v a permanent label, has it correctly found the shortest path cost from s to v?
A: Suppose that there is a shorter path to v (shown in red). That (red) path would need to leave the region R via some edge, say, from x to y. But the portion of the red path from s to y already costs at least as much as the temporary label of y, and the temporary label of y is at least as large as the temporary label of v (because Dijkstra chose to make v
permanent). So, the red path from s to v (going through x and y) must cost at least as much as the path from s to v
through u, which Dijkstra chose.. Gish is a game I don't actually e...
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