
You eventually get to be the spirit fox, with a press of X allowing you to pass through obstacles and reach new areas. But each one is only really utilized a few times before being largely forgotten once the next one comes along. It has only a couple of mechanics you get maybe three power ups, spirit form, a bark that destroys the corruption, and a dash move. There is an annoying floatiness to the jumps and landings that make some of the more precision bits of platforming difficult. I had to edge out into mid-air a number of times in order to drop to a ledge below. It often goes to the point of you being totally suspended in mid-air, or half buried in the rocks. This means that there will be a lot of times when you are standing with two back legs on a ledge and your two front legs off the edge. There’s lots of level verticality in the rolling hills and rocks, but foxy’s sphere of influence isn’t animated very closely to his body. Unfortunately there are a number of issues that stop the game being quite as superb as it looks. You get a few new skins if you manage to find them all.
#Spirit of the north plot simulator#
There are 28 to find, and this collectible is a welcome distraction from the walking simulator that the rest of the game devolves into.
#Spirit of the north plot free#
Reunite the monk’s cassock with their staff and they are free to go. During your journey, you need to find the bones of the old monks of the mountains to release them into the spirit realm. The most gamified parts might be the collectibles. Even saving is done simply by knocking wind chimes as you pass by. There’s very little the designers have left in to take you out of the experience. It really is just about being a spirit fox. It also benefits from a somewhat haunting soundtrack that adds a lot to a lonely world that’s remarkably scant on sounds.

The landscapes are often gorgeous and the sweep of foregrounds, backgrounds and far off peaks can be quite something to behold. He doesn’t look like he’s made of polygons at all, but rather individually animated brushstrokes rustling in the breeze. Up close, foxy’s fur is like a Van Gogh painting.

It’s far more concerned with letting you relax into a beautiful landscape, giving you gentle guidance to let you take things at your own pace, and leisurely moving through non-taxing puzzles to progress. Spirit isn’t concerned with combat or health, tallies and scores and points, or almost any of the things we normally associate with most games. More than platforming or puzzles, it’s intended to be an experience. This lack of instruction fits perfectly within the aim of the game itself. It’s got some clever and subtle direction, where too often we are hand-held or even led by the nose through games. What would a fox have to say anyway? Instead the game deftly guides you with choice landmarks, pillars of stone that draw the eye, or the sweep of a valley down to the only logical place to keep going. There’s no words, no dialogue, and no real directions or instructions beyond a few murals and totem stones.
