Being the spiritual successor to SiNKR, also created by Wahler Digital, I can’t help but feel as if I’ve played a game like SiNKR 2 before on Steam.
SiNKR 2 has a basic concept. Bring object A to destination A. Bring object B to destination B. Simple, right? Well, kind of … Well, maybe … You know, if I really think about it? It’s really friggin’ tough!
This is how my thought process went. Want to know the what and the why? Then wait no longer! And dive down deep into the Depths of SiNKR 2! This is our review.
We played SiNKR 2 for 4 hours on the Xbox Series X.
What we liked!
- Sound: If I’d have someone over (which isn’t possible yet due to Corona. Please, do your best everyone to respect your country’s recommendations. Only this way we can beat this thing!) that loves his LoFi beats? And I’d leave this game on in the background? He wouldn’t be able to tell the difference. Other than it has a loop, SiNKR 2 ‘s soundtrack is an absolute beast! Not in the hard kind of way. But in the majestic and soothing manner.
I didn’t get the opportunity to play SiNKR, but if its anything like SiNKR 2? Then it truly is just as amazing as this one!
- Logical puzzle: If anyone ever read my review of Minesweeper Genius, then you already know that I love me some logical puzzles. SiNKR 2 is no different. Why, you may ask? Not everything is just as cookie cutter clear as things might seem. Your first few puzzles in each new “land” bring you the basic principles. If there’s a new shape for you to bring from point A to destination A? Then it’ll break you in gently before ramping up and making you scratch those grey matter parts in your brain. Mahler Digital didn’t hold back on its punches and brings some knock-out kind of puzzles for you to solve.
- Easy to grasp: The controls are simple. The A button draws in your hook(s) while the Y button turns them around. Simple, right? Well. It really is. But you really must look at the map that is presented in front of you if you really don’t want to use that pesky rewind option all to often. So, the basic concept? Is not hard for anyone to understand… But… It’s not without its ups and downs.
- Hard to master: The tricky part is that some things just don’t feel well thought through. For example, you can switch from hook to hook, depending on which number of hook you want to manipulate. Which is, of course, obvious. But the thing is, you’ve got the hook part, and then you’ve got the hook and draw mechanism. I just can’t seem to understand as to why you would ever want to operate your one hook without the draw mechanism. Sure, you could say its to prevent you from accidentally drawing your hook in way to early. But… Make those draw mechanisms easier to select then, at least! How many times that I had to fiddle around to get the right friggin’ one? Damn… This annoyed the living daylight out of me, and I cursed this “option”. Just make one whole thing instead of 1 full object being 2 separate things. Ugh! And don’t get me wrong. This didn’t make me hate the game. It just is so frustrating. But what makes it hard to master then? Well, the fact that you have got to fiddle your sticks to get the right mechanism. Because, don’t think that if you skid over hook 3, to hook 4. No, no no no. If hook 4 is in a different angle? You’re screwed, because then it’ll jump to a totally different kind of hook if you want to go back. That, is what makes this game so hard to master… Not because the puzzles get harder over time, no, you adapt your brain to this. As to how you can pull hook 2 with hook 4 to pick up a coin and have hook 2 pull it back so that hook 3 can take it to its destination. Those things? You adapt to.
What we disliked
- Nothing: Wahler Digital. Wowee, you blew me away with this absolute minimalistic game! Kudos! Nothing bad to say about this one!
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