![]() ![]() These boss fights are entirely rhythm-based, and require you to match your opponent's attacks along with the music. Although dungeons mainly centre themselves around platforming, players will find themselves confronting bosses at the end of each one. The real draw at the core of Giraffe and Annika is the rhythm-based combat. Even dungeons themselves tend to fall on the simpler side, making relatively poor use of the exploration which, while not the heart of the experience, is what audiences will be engaging with more than anything else. More often than not, environments are safe and colourful, instead prioritizing puzzle-solving over combat - of which the title has very little of. Enemies are present, but they're not too dangerous. …That said, this is an adventure well suited for a younger audience. The player will gradually unlock new abilities - like a jump - leading to some metroidvania-esque progression, but nothing's particularly well hidden. ![]() Puzzles aren't devoid of challenge, but they're often easier than they should be, with no real brain teasers in the way. It's certainly charming, and the dialogue isn't poorly written, but the actual adventuring gameplay can be something of a slog - especially for those experienced with both the medium and the adventure genre. Driving this idea home even further is the comic book-style cut-scenes, shining a spotlight directly on the plot's presentation. That's the main selling point, and by far the most interesting mechanic at play, but in truth, the title is an action-less adventure, with an emphasis on storytelling. The biggest problem plaguing Giraffe and Annika is mainly the fact that it's not really a rhythm game. ![]()
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