{"id":181573,"date":"2015-02-08T16:41:14","date_gmt":"2015-02-08T21:41:14","guid":{"rendered":"http:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/uncategorized\/gravity-ghost.php"},"modified":"2015-02-08T16:41:14","modified_gmt":"2015-02-08T21:41:14","slug":"gravity-ghost","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/astro-physics\/gravity-ghost.php","title":{"rendered":"Gravity Ghost"},"content":{"rendered":"<p><p>    Reviewed on PC  <\/p>\n<p>    Gravity Ghost is one of the oddest and most relaxing space    adventures Ive ever embarked upon. While its view of the    cosmos is grounded in science  you learn plenty about    slingshot trajectories and astro-geometry  its really brought    to life by a vibrant sense of spirituality. Physics and    mysticism combine in an experience thats both funny and sad,    eccentric and poignant, soothing and frequently baffling. Even    though the challenge remains slight throughout and it never    really makes the most of its most promising mechanics, I found    Gravity Ghost a delightful curiosity    throughout.  <\/p>\n<p>    Before heading through the space gate, where things get surreal    very quickly, a little context is useful. You play as a young    girl who has died in an unspecified incident and been    reincarnated among the stars. The visuals have a charming    roughness to them  you can see individual, textured    brushstrokes  and when combined with the simple, cartoon    character design and its joyful use of colour, it feels like    playing a game illustrated by a child. Is this the dead girl    coming to terms with what has happened to her? I think thats    the intention, and I found it strangely moving. Yes, Gravity    Ghost initially seems a bit silly, but crucially its never    flippant; it never loses sight of its underlying narrative    about how this girl died.  <\/p>\n<p>    Her moving story is pieced together by journeying from planet    to planet, solving simple but novel physics-based puzzles, and    illuminating constellations. No matter where you are in the    cosmos the challenge is always the same: you must collect a    tiny star  located somewhere in the level, usually orbiting    another planet  to unlock a door which leads to the next    system. This is complicated by the intrusion of gravity, which    makes leaping from planetoid to planetoid manageable, but less    than straightforward.  <\/p>\n<p>    Just like in Mario Galaxy, when youre close to a sizeable    chunk of mass, youre drawn towards it and can land on its    surface. But thats where the similarities end, as Gravity    Ghost expects you to take more daring leaps into the black    stuff. It's much less daunting than it sounds because of the    lack of a \"death\" situation, and I felt encouraged to    experiment with the invisible forces, determined by the layout    of orbiting bodies in a given level, push and pull you around    the screen. Youre not entirely at the mercy of gravity,    however; you can resist and sometimes even break away from the    gravity of a nearby planet, and drift freely in space until    snared by another rock.  <\/p>\n<p>    But even as I solved puzzle after puzzle, I never felt like I    truly understood how best to exploit this invisible force and    turn it to my advantage. Collecting space debris makes the    girls hair grow  which I assume is supposed to function as    some kind of aid, giving form to the invisible forces at work     and while it was useful to see the trajectory I had been on, I    found it next to useless when plotting my next course.  <\/p>\n<p>    Special abilities are soon introduced to give you more control    while drifting through space, and they do make getting around a    bit easier. By the end, youre able to hover briefly in the    air, adopt a super-dense form, and dash left or right  all of    which allow you to deviate from a set orbit. The pacing of    these abilities is well-judged, too, with each one being    introduced once Id was comfortable with the last. Yet no    matter how many abilities I gained, I never got rid of the    feeling that I was wrestling with gravity. Maybe thats how    its supposed to feel, like its this great force that can    never be truly tamed, but it also felt like I was never really    improving, either. Right until the end, I found trial-and-error    and patience were just as valuable as my newfound abilities.  <\/p>\n<p>    What's strange is that Gravity Ghosts lays groundwork for more    complexity and different types of puzzles, yet never    capitalizes on it. For instance, you can cycle through    different unlockable outfits to transform planets into lush    jungle worlds, balls of unset lava, or a number of things in    between, each with their own gravitational properties..    Initially, I assumed it was going to be how you tame gravity,    so I began experimenting, creating fire planets, which make you    jump a little higher, and crystal planets, which are superdense    and warp the fabric of space around them and slow you down. But    I soon realised it didnt really matter. Barring a few    exceptions, most levels can be solved without any terraforming    whatsoever. Its a shame, since its presented as a substantial    mechanic, and is used to uncover more about the girls past,    but in terms of the individual level design it feels oddly    inessential.  <\/p>\n<p>    That said, it rarely hindered my enjoyment, since this is the    kind of puzzle where the idea of challenge seems incidental;    its much more concerned with wrapping a sad tale in a    distinctive, weirdly pleasurable sensory experience. In short,    Gravity Ghost wants you to enjoy the act of feeding lettuce to    a giant space rabbit, rather than make that into a challenge.  <\/p>\n<p>    And when it comes to mood, Gravity Ghost truly excels. The    music is superb, with piano and synth working in tandem to    create a score that is both stirring and emotive; the art is    vibrant and stimulating, yet its soft and friendly style    prevent it from ever feeling garish. The voice acting is    downright bizarre, too, with the delivery ranging from what    sounds like archive recordings to the kind of intense    bounciness you would expect from Saturday-morning cartoons. It    feels like an episode of Adventure Times rerouted through the    final act of 2001: A Space Odyssey; one minute youre learning    about optics from a giant owl while fixing a lighthouse next to    a black hole, the next youre uncovering more of about its    buried, earth-bound story about this girl and her tragic death.    Its amusing and odd, but also stark and poignant.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Original post:<\/p>\n<p><a target=\"_blank\" href=\"http:\/\/www.ign.com\/articles\/2015\/02\/05\/gravity-ghost-review\/RK=0\/RS=JpaWCzFJuR95_AaGXR2sitnyrmI-\" title=\"Gravity Ghost\">Gravity Ghost<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Reviewed on PC Gravity Ghost is one of the oddest and most relaxing space adventures Ive ever embarked upon. While its view of the cosmos is grounded in science you learn plenty about slingshot trajectories and astro-geometry its really brought to life by a vibrant sense of spirituality. Physics and mysticism combine in an experience thats both funny and sad, eccentric and poignant, soothing and frequently baffling.  <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/astro-physics\/gravity-ghost.php\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"limit_modified_date":"","last_modified_date":"","_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"categories":[22],"tags":[],"class_list":["post-181573","post","type-post","status-publish","format-standard","hentry","category-astro-physics"],"modified_by":null,"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/181573"}],"collection":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/comments?post=181573"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/181573\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=181573"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=181573"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=181573"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}