![]() ![]() Guitar Hero simplifies its riffs.Īnd in the end, what’s the result? I don’t think there can be much disagreement that you’re making the sculptures uglier with your efforts. Brawlers execute complicated combos with the press of a few buttons. I tend to downplay the role of the fantasy element in games, but I’m not just talking about the fiction, I’m talking about the interface. And it’s impossible to play without thinking about how much easier this would be in real life, where you could just take the object in one hand and the rope in the other for greater control.Ĭontrast this to more mainstream games, which often go out of their way to present a fantasy of being more competent than you are in real life. The awkwardness of the rope isn’t a flaw in the game, it is the game. And this is a crucial part of the game’s challenge. Very often you can’t quite see what you’re doing because the free end of the rope is on the underside. Sometimes you accidentally tie it off before you intend to. You spend a lot of time trying to nudge it off corners and into crevices, or angle it so that it doesn’t come off said corners. You control the rope by catching it on the object. You control the object pretty perfectly, but you don’t control the rope, or at least not directly. I know I spoke in praise of its 3D rotation UI, but that’s just half the story. But I think I can identify another reason why people wouldn’t like it: it is a fundamentally awkward game. To me, its mere oddballness is appealing, but the reason we see so many games rehash the same ideas is that those are the ideas that a lot of people like. I don’t think it’s likely that anyone gives up on this game because they’re stuck and unable to make progress, so people must give up on it because it isn’t to their liking. So 13.9% of the players are achievement-mongers, but only about 6.5% of those people thought it worthwhile to grab the much rarer achievement for finishing the game. If you want to start a puzzle over, you can just reset it. There is no reason to do this other than for the sake of the achievement. As a point of comparison, 13.9% of players have got the “Unwinder” achievement, for using up all the rope and then reeling every inch of it back. ![]() Even the achievement for getting a minimal passing grade on all the levels has been claimed by a mere 0.9%, which is oddly low for something so easy. Or at least, few enough that it rounds down to 0.0% of players. Looking at the global stats for Zen Bound 2, it seems that no one has actually achieved Perfection. Although it would be kind of funny, in a cruel way, if it didn’t mean that. There’s an Achievement called “Perfection” for 100% completion, and another called “Nirvana” described as “Learn to let go after attaining Perfection”, which I assume means getting 100% completion and then wiping your progress. Since it’s the only game of its kind, it’s reasonably likely that I’ll go back to it at some point, to try to perfect my performance. Retrieved December 19, 2022.Rushing through this game is probably not the right way to play it, but that’s what I’ve done, just to free it from the Stack. "Zen Bound 2 Switch review - Strong structures but ropey value". ^ The MacLife staff (January 14, 2011).^ a b "Zen Bound 2 for Switch Reviews".^ a b "Zen Bound 2 Universal for iPhone/iPad Reviews".^ Spencer, Spanner (February 20, 2009).^ a b "Zen Bound for iOS (iPhone/iPad)"."iPhone lifts profile of on-the-go games". ^ Benedetti, Winda (January 30, 2009). ![]() Some levels require nails protruding from the objects to be entwined in rope rather than having to cover the object's surface. There are three targets in each level - minimum, medium and maximum coverage. The challenge is getting the required percentage of an object painted with only a finite length of rope. Each time the rope is laid down on the object, the area near the rope gets covered by paint. Using a mouse or touch screen and tilt controls, the player attempts to wrap the object with the rope. In each level the player is given an object with an attached rope which varies in length depending on the level. The goal of the game is to paint various objects. A sequel, Zen Bound 2, was released for iOS on April 1, 2010, for Steam on November 16, 2010, and for the Nintendo Switch in Europe and North America on May 24, 2018. A lite version of the game was also released for free which featured 2 levels of the game. The game has received press attention for its unique gameplay. A port to Android was announced as part of the Humble Bundle for Android 2 on March 19, 2012. It was announced on Septemvia the company's discussion board, and officially released via the App Store on February 24, 2009, and via Ovi Store on June 16, 2010. Zen Bound is a puzzle game for the iOS, Android, and Maemo platforms ( Nokia N900), developed by Secret Exit. ![]()
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