Son of Nor is being developed by stillalive studios.
SON of NOR is a video game adventure sponsored to existence on Kickstarter. It puts the player in charge of an avatar in
the desert land of Noshrac. Mankind is almost extinct and the world is populated with deadly creatures and a race of animal
like humanoids who, in the main, aren't particularly friendly.
So what makes this different from oh so many other similar games in the same genre ? The graphics and effects are superb, beautiful in
some places, colourful in others and downright bland when the vast desert lands expand across your monitor.
The puzzles are fairly regular but it is the way you solve many of them that gives Son of Nor the edge over the majority. Your avatar can
climb, run, jump and move like you would expect using the WASD [spacebar] but it's the left and right mouse buttons that bring the fun
to the party. The left button raises the sand wherever you aim the cursor, so if there is an item you want that is on a stone ledge above you
just raise yourself up to it. If creatures are swarming towards you, just raise the land in front of them (and run away) or raise yourself and
escape that way - fighting hordes of swarmers isn't a cool idea.
Unlike most games, to pick things up you don't run over them or use [F] or [E], instead you use the right mouse button. You can then give
the object away, throw it, or use it. The controls take a little getting used to but that's actually another tick in the plus column because although
parts of this game feel familiar having different controls means there is more thinking involved, you cannot just go through the motions.
Movement such as walking and running and climbing/jumping is smooth but combat is a mite cumbersome. Your main skill is manipulation
and used right and well it is a magic power unlike any seen in previous games that ensures the adventure continues in a flowing motion, but
used wrongly - such as making a huge sand pile under you and then jumping off the top of it (and missing your objective target) results in a
speedy demise and a character respawn.
I have to say that of all the things found regularly in a game of this genre the one that I miss as it is so far omitted from Son of Nor is a map
in the top corner to assist me to my target location. Without it I keep getting turned around in the similarly visual desert landscape. Okay so
that's really my fault and not a game fault, but it is a comfort I enjoy - knowing which way I should be heading - and I would like to see it
There is also the concern that although the ground manipulation by a sort of magical telekinesis is an extremely neat concept it could make the
game a bit of a one trick pony, but thankfully the storyline combined with the graphics and effects carry the game through.
So far so good. I think this is going to be a winner, possibly an award winner.