![]() The game’s characters are endearing and strange, with bizarre voiceovers and appearances. Backgrounds and foregrounds are vibrant, vividly colored and simple, and each location in Pid is completely unique. For starters, it’s gorgeous, not necessarily in terms of its technical fidelity, but in how all of its aesthetic elements are put together. Thankfully, Pid has plenty of enjoyable aspects that keep it sliding too far outside of the realm of the great game. For a game that relies on pinpoint puzzle solving, these issues prove completely unavoidable. Pid can, at times, up the frustration with other troubling issues as well, such as spotty collision detection. ![]() ![]() But Pid has the tendency to be a bit inconsistent, with some strange difficulty spikes and a couple of outright confounding puzzles, one of which I had to actually ask the developer for advice on. For the most part, all of these elements combine wonderfully, especially early in the game. But gravity can affect many other items in the environment – platforms, boxes and the like – to assist you in certain sticky situations. If a floor, wall or ceiling is blue, gravity wells won’t work. This pattern carries over to inanimate objects as well. But if an enemy is colored blue, it's invulnerable to gravity and must be dealt with in other ways. An enemy colored red can be affected by gravity wells, as can any projectile he fires. And, should he be embroiled in combat, Kurt can find vests that allow him to withstand more damage.Ĭolor also plays an important role in Pid especially the colors blue and red. Smoke bombs will keep Kurt obscured from the probing view of flashlights and spotlights. Firecracker-like items allow Kurt to jump extremely high and stay out of harm’s way. Blue bombs will damage enemies instantaneously, while red bombs use a timer that lets you place them more strategically. Thankfully, Kurt will encounter a full array of tools that will help him combat (and outright avoid) his foes. Kurt’s situation is exponentially complicated by the presence of wily enemies, some smarter than others. But gravity manipulation isn’t all there is in Pid. But if the platform is to his right and there are spikes above him, he may again throw a gravity well on the ground and then toss another well on the wall to his left to push him to the right before he collides with those spikes. So for instance, if there’s a platform above Kurt that he can’t reach, he may plant a gravity well underneath him to lift himself up to it. Tossing a gravity well on the ceiling pushes Kurt downward. Throwing gravity wells on vertical walls will send Kurt away from the wall horizontally. Planting a gravity well on the ground will allow Kurt to be lifted upward. Two gravity wells can exist at one time and can be launched anywhere Kurt (and eventually his slingshot) can reach. Kurt’s ability to control gravity comes by way of gravity wells that the orb creates on command. And it’s this orb and its strange ability that turns Kurt from a helpless, stranded child into a surprisingly powerful adversary for the evil forces that intend on making sure he never returns to his native planet alive. This is no ordinary orb, however, for this orb - which Kurt seems physically unable to relinquish control of - manipulates gravity. Pid’s cartoonish premise fits in perfectly with its fantastical gameplay, which revolves around the use of an orb Kurt finds very early on his homeward journey.
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