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About the StoryDr. Sinister is at it again! The Concordance of Powered Response isn't entirely clear on what it is he's planning, but it's big. This is clearly a task for one of the world's mightiest champions!
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Number of Reviews: 2
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The author purposely designed some moments to reward you for mastery of the superpower, and those moments really pay off.
I felt like the second part of the game needed a more direction. I had a hard time figuring out what I had to do, and one idea I thought was a fun and valid solution to a problem wasn't even in the ballpark of what the author had in mind--(Spoiler - click to show)I really wanted to drop those curtains on the goons!!
As a result, I played most of the endgame with the Hint guide out.
Afterwards I wanted to replay the FRENETIC FIVE series, so I'd say if you're a fan of superheroes, and also superhero parodies, you'll enjoy your own flight with the Hummingbird.
The fictional content is pretty standard fare: you play a third-string superhero with a kind of feeble theme and an unimpressive power (you can fly, but have to chug sugary sports drinks every few turns). You're tasked with dealing with a third-string supervillain with a campy villainous plan of some kind that requires a space rocket; everybody expects you to screw up. This is a pretty well-established comedy premise, so it needs to be really funny to work: ideally, it would have played on the careenings of the navigation puzzles to produce something wildly slapstick. Flight's writing, however, is more workmanlike than anything, and the comedy falls flat. What remains is a My Pathetic Life narrative, which turns out to be no more appealing with superheroes than in My Apartment.
So the ultimate effect of Flight is of something that was designed as a succession of themed puzzles with a narrative skin, rather than something that marries puzzle and narrative together. It may appeal as a quick puzzlebox, if that's your bag: it's not really mine.
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