Arise: A Simple Story
Release date3 Dec 2019
Set out on an emotional journey through the bittersweet lives of two people where memories come alive and time bends to your will. Lose yourself in moments of happiness and overcome every hardship as you relive your life’s story. A story of joy and sorrow. A simple story.
About Arise: A Simple Story
Arise: A Simple Story is released by Techland in 3 Dec 2019. The game is designed by Studio Piccolo. Arise: A Simple Story is a typical representative of the Adventure genre. Playing Arise: A Simple Story is a pleasure. It does not matter whether it is the first or a millionth hour in Adventure, there will always be room for something new and interesting. Thrilling levels and gameplay Arise: A Simple Story will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
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A complete list of games like Arise: A Simple Story can be found at AllGame here.
Arise: A Simple Story is versatile and does not stand still, but it is never too late to start playing. The game, like many Adventure games has a full immersion in gaming. AllGame staff continues to play it.
Arise: A Simple Story is perfect for playing alone or with friends.
At AllGame you can find reviews on Arise: A Simple Story, gameplay videos, screenshots of the game and other Adventure representatives.
Arise: A Simple Story - Análisis
However, despite the fact that our old protagonist emits only a moan of pain after a fall that, without a doubt, is not recommended to someone his age, the symbolism that he shows in each of its phases manages to deepen in certain aspects of life that we all must endure inexorably and as we can. We talk about love and life itself, about when it comes warning for a time, as well as when it goes without knowing very well how, although without forgetting that all this involves an inevitable and personal process, often with the purpose of learning to live with it. Although perhaps that is the most difficult, even.
Without dispelling too much the mist that the future of the rest of the story must hide, it begins by showing a death. It is not just anyone who dies, the protagonist himself burns himself in a funeral pyre, and then does what popular culture dictates that we all experience in the process of leaving this world: remembering our way . That is why its title includes the simple word, because it is a life that is scary because of how bitingly easy it would be to live it yourself: an adventure that has its mishaps, its good memories and, inevitably, its end, the which adopts a vital importance within the title from the first moment.
And that is why, the main attraction of this race is not the jumps. Yes, our timing skill during this old man's jumps dominates the gameplay, but does not star it: this section was reserved by the people of Piccolo Studio for the time. Master and master of the playable mechanics of this title, the tic tac (this time controllable to our liking) of the hands of the clock manages to establish itself as the central axis of the narrative of a title that teaches us without fear that learning from mistakes it advances even though we have failed a thousand times previously. Thus, we will see circulating on the screen season after season and we will use as it suits us the continuous changes that nature gives to the beautiful landscapes that we will always have in front of us. Whether it is using a mountain of snow that we see accumulate in front of our eyes as a means of reaching a high place or the piece of rock that naturally falls off from the heights as a totally unnatural springboard, the mechanics twist from the same base as if it were a hit of the summer and its successive remixes of the DJ's on duty. It is still the same song, but many of its components vary and, forcibly, it is something different while being slightly out of tune.
In this way, Arise: A Simple Story is developed in an organic way, using as a central pillar a human and chronological history that is reflected with crystalline clarity through the symbolism with which it is adorned . That is, by not using words, the setting is forced to demonstrate at every step at what point in the life of the protagonist we are. Whether it is a bad time of few joys and solitude or a stretch of tranquility and good company, the video game puts on the table its best cards to make it feel very different from others and, above all, evoke worldly feelings, which touch us all where it itches and that are totally plausible given the events that follow.
Precisely, these events make up a story that lasts a lifetime, but that rightly occupy only about four hours of our real time. A decision of a rather practical caliber, since the intention of this game is to captivate the player with his narrative resources, not to monopolize his playing time for weeks. Although that does not mean that at some point he will deny even a second of the time that things entail. It is not surprising, therefore, that the most common animations such as falls or curb grabs result in several seconds of decoration with various movements of the grandfather.
Despite this, the script skids for originality . It seems a contradiction to say that it is a story that is easily empathized thanks to the way they have to tell it, and at the same time, blame it for not trying to surprise us. But the feeling it gives, as the plot is uncovered in parts, is that it is a story drinkable enough for anyone to get an absolutely complete idea of what has happened to this man. Something that has to do directly with the feat that we praised in the first moment of communicating without words, but that in this sense also brings him somewhat negative aspects in the section that makes him strong. In this sense, while the narrative set (with all that this entails in terms of design, not only script) looks adequately and exudes work on all four sides, its platform system does not turn out to be up to the task . It is not strange to die a few times in each chapter due almost exclusively to the indecipherable distances that the camera creates in an incomprehensible way. In addition, the control of the character is somewhat rough and contributes to completely ugly his jumps, which do a disservice to the immersive experience that we all want in a game like this.
What does help us get fully into Arise: A Simple Story are its other two key elements: both the music and its artistic section manage to make us drool easily and instantly forget the four falls followed a second ago. For its part, the music accompanies in a sublime way, throwing almost all the intensity that the title shows in terms of emotions, in addition to being a permanently active part of the gameplay, providing a magnificent integrity to the stages. Which are also the fruit of a dedicated and laborious work that proposes from the first moment plans of authentic fantasy, apart from some highly praiseworthy artistic concepts.
We gathered the finest game reviews for you to have a better idea of the Arise: A Simple Story
Julia DragovićArise Review: A Simple Story - A game to piss you off first, then make you happy
The review was based on the PC version.
Do you know what "instant gratification" is? This is more or less what we experience on Facebook or Instagram - we publish something and we immediately have a prize in the form of hearts or thumbs up. Or when we want to buy something and we can do it right away - everything is within our reach. The downside of this phenomenon, however, is that it deepens our lack of patience and reluctance to long-term planning. Something requires more work? Fulfillment of more conditions? The reward will come in 5 years, not 5 minutes? The brain activates the reaction: I don't feel like it, it's not worth it, it's a waste of time. It is a very popular pattern among millennials and Gen Z.
I confess. This is also my scheme of action, and that's because I'm a typical millennial. So I would give up Arise: A Simple Story myself. I would give up like nothing - because initially it is a game that does not reward in any way, but only experiences .
This will make a large part of you also want to leave Arise after the first several minutes. So I'm here to stop you and tell you that it's worth a while. That it is worth the wait.
Annoyingly simple story ... not
Arise: A Simple Story is an independent platform adventure game from Piccolo Studio creators published by Techland Publishing.
Here you are witnessing a funeral. At the stake there is a man of good build. This is your protagonist - he has just finished his life. He's about to make his way to the limbo, and what you'll experience in a few hours of gameplay (and maybe even ten if you're perfectionists) will turn out to be a story about his life. As you move through the chapters, you will collect his memories, which merge into a complete picture. And at the end of the road ... You'll see for yourself. Is it really the simple story as its title suggests? It is as simple as it is familiar. It is a journey through nostalgia, suffering, loss, love ... It is a story about a universal path in life. At the end of it, you will begin to wonder how much one person can bear and still see the world in full color. It's not that unusual - anyone, if you looked at their life (in full!), Would be full of admiration.
Okay, let's get it straight - the beginning is boring. But only if it takes too long. But I'm afraid it will take too long for most of it. That is the problem. The first chapter whipped me incredibly. I had to take breaks, force myself to continue (and you have to know that it can be done in about 10 minutes; go ahead - laugh). Fortunately, duty won. The location was boring as tripe with oil, everything looked the same, it was uncomplicated and merged into one whole. In addition, out of habit, I wanted to play the keyboard. When I was trying to jump onto the cursed board for the eighth time, to fall ill again, I thought: how about a pad ... Definitely play the pad. It won't be perfect, but it will get better.
Objectively, the location of the first story is flawless - despite the negligible impact on visual controls throughout the game (if you like exploring, you can get furious) it's always clear where to go. It seems to me (and I may be wrong) that I understood the intention of the creators to make the beginning so tedious and simple. With this rough start, the concept of the game comes to the fore. You learn it and you already know what mechanics work here. And they work simply, intuitively, flawlessly and interestingly. You are visiting locations close to the protagonist - symbolic and (with time) absolutely magical. Representing the stages of his life. Some are immensely happy, others devastatingly sad. Still others totally hammering you into your armchair. The crossing is also symbolic. The effort, both intellectual and physical (going through most of the level with your fingers stubbornly on the controller LT and RT is no joke) shows how hard this time must have been.
So we come to mechanics. And the mechanics, let me tell you, this is the feature that distinguishes Arise . This is where the challenge and the reward are. Time control is the most important factor in the game. By moving it towards the day or night, or stopping it completely, we constantly gain new elements of the world. Ebb and flow, falling rocks, creatures encountered, bizarre cell-like objects in an environment resembling the interior of ... a bearing? Sure. They all help you reach your destination - the next chapter in the story. Thanks to the control of time, we will run away from fire and destructive dark elements, but we will also slide through the air on a silvery streak, accompanied by perfectly composed and blended music. Its author is David García. The soundtrack accounts for at least half the charm of the entire production.
Despite its more or less unequivocal advantages, Arise has a few disadvantages - fortunately, these are not disadvantages that would cancel this title . I've already replaced the camera - you can only look up and down, and it's barely. Physically, there is no way to - in this way we shift back or speed up time. There are also wounds. From totally harmless, like crossing a rock to another location, to those that make us die. It happens. However, there was one where I had to go to the main menu, losing progress (little because little, but still). There were four in total. Perhaps there would be more - I didn't collect all the collectibles.
We come to the "nail of the program", that is, the multiplayer mode. In my opinion, it doesn't make any sense. It might not be there at all, because - to be honest - he made me hope to spice up the gameplay, then took it and squashed it. It consists in the fact that the first player walks our hero, and the second one controls the time. That's all. It is problematic for two reasons: it turns out to be hellishly boring for player 2 (I know, I experienced it), and to top it all, it's backbreaking.
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