
The whole is accompanied by a amazing soundtrack atmospheric, made by David Wise, also ex Rare, recently made a comeback for his excellent work on Donkey Kong Country: Tropical Freeze. Despite its undeniable content shortcomings, Tengami often turns out to be an interesting title to study at the design level, due to the integration of two components that are clearly distinct in many other video games. The elements built in pop-up style are in fact at the same time a fundamental and defining part of the artistic style, but also a necessary component for the construction of the particular puzzles of the game. In any case, Tengami manages to amaze the player for the extraordinary artistic style, and for the way in which the visual aspect and gameplay come together to create a unicum difficult to distinguish and analyze separately. At the end of the day there is little to say, there is very little about the game played in Tengami: despite the high quality of the puzzles, the puzzles in the game can be counted on the fingers of the hands, constituting very little "substance" for the player.

It is also painful to see how the title would be even shorter, if much of its playtime were not absorbed by the movements of the samurai from one part of the map to another, of a often exhausting slowness. It is possible to complete the adventure in the middle of the afternoon, even 1 hour and a half, two hours, if you are particularly inspired and focused. Despite this little extra that adds material to the game (not much actually: most of the timbres are easy to spot), Tengami has the big flaw of being a title. Hidden in the game world are also ten collectibles, the discovery of which will reward the player with stamps to use on Miiverse. Although the difficulty is not high, the various puzzles are constructed in such a way as to stimulate lateral thinking, and to exploit the "pop-up book" nature of the game world, resulting in pleasant and rather stimulating. In the game we will encounter some puzzles, always based on touch interaction, and of rather ingenious design. By simply touching an area on the GamePad screen we will make our samurai move in the direction indicated when it comes to having to change location, a swipe will suffice to “turn the page”. Tengami's gameplay is implemented completely through the touch screen of the GamePad and the title turns out to be perfect to be enjoyed in off-TV mode, perhaps with the help of a good pair of headphones.

The various sections of the game are interspersed with short haiku-style poems, which set the tone of the adventure, even if the kind of experience that Tengami can offer the player is much more visual than narrative. There is no real story in the game: we will find ourselves in the shoes of a samurai, who will have to embark on a journey to bring the fallen flowers back to a bare sakura tree, the typical Japanese cherry tree, bringing it back to its ancient splendor and therefore, metaphorically, to life. The graphics are therefore reminiscent of the particular 2D and 3D mix of the titles of the Paper Mario series, even if the finely watercolored style inspired by ancient Japan helps to give Tengami its strong and particular personality.

The game world of Tengami is in fact that of a pop-up book in which buildings, trees, mountains, bridges are nothing more than particular origami that protrude from the surface of the book.
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Tengami aims first of all that visual experience: we are faced with a puzzle adventure game set in medieval Japan, made with a particular graphic style.
Jennifer schneidereit tengami Pc#
Originally released last February on iOS, the title now sees new light with a re-release on Wii U (released last November 13) and on PC (coming next November 28th). Keep me is the first title of the British indie team Nyamyam, consisting of Ryo Agarie, Jennifer Schneidereit and Phil Tossel, three former Rare developers.
