Some games ask you to shoot, jump or strategise in ways that are similar to what you’ve done. Sure, there may be unique tweaks designed to pique your interest, but you mostly go in knowing what to expect. Other games are different deep down in their DNA, challenging the way you do even the simplest things. Miegakure‘s got four dimensions instead of three so, yeah, it’s one of the deep-down-different ones.
The long-brewing puzzle-platformer invites players into a fictional feudal Japanese landscape where they will be able to slide into and around an additional plane of existence. The core concept’s a bit of a head trip but seeing it in action makes it a bit more comprehensible. We got a chance to see what the latest build of Miegakure — which sports an all-new art style — plays like at PAX East and came away even more excited to play this game that might induce headaches.
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5 responses to “What It Looks Like To Play A Four-Dimensional Game”
I find it hard to get a grip on that 4D rotation.
I’m really hoping that it’s possible to get a grip on it and it doesn’t end up being just a “change the level” button dressed up as a 4D rotation. If this game can make it digestible for my brain, and actually has puzzles which involve solvable 4 dimensional rotations, then I’m sold. But I’m really sceptical that it’s even possible considering how difficult I find it to even imagine a “simple” four dimensional shape like a tesseract.
Yeah, that’s kind of where I’m at too. I can understand the concept of 4D shapes and rotations, I made a 4D game of Snake at the end of last year which broke all my friends’ brains. But this one, it’s kinda hard to see it. Might make more sense once you have your hands on it and can play with it yourself though.
Isn’t the 4th dimension just time?
Kinda. Time can be used as a fourth dimension, and it can make the concept easier to understand. But in this case it’s meant to be a fourth spatial dimension.