Kraken Academy is a ridiculous time loop adventure, one second becomes silly

I got off at the Kraken Academy, which is a school’s junkyard, and it looks much better in the brochure. Before she ran to join the high-end drama club, I endured my cruel sister’s dissuasion. When an angry student chases a crazy tramp, I hardly have time to immerse myself in my bad environment. The two had a cartoon-style fight, accompanied by a dust cloud of comedy. The battle was fierce, and a nearby car burned into flames randomly, in Simpson’s style. Before I saw the winner of this impromptu melee, a little cauliflower girl, like a sentient female vegetable, ran over and took me away before I was late for school on my first day. After this series of rapid unorthodox incidents happened, my thoughts were: “I don’t know what I am falling into, but I must see more.”

I stayed at Kraken Academy for a few hours, so far, this is a trip. While I was playing the story-driven relationship building game, I joined a demon cult, brushed shoulders with the Mafia, and crashed a fancy dress party made up of motorcyclists and not-so-loyal furs. Everyone you meet is a strange duck in some form or way, but the strangest (and biggest) is a huge talking octopus, which gives you a prediction: in three days, one does not know The number of students or faculty members will cause a disaster and destroy the entire world. School. The only way to find the culprit is to talk to everyone, make friends with them and understand their schedules, personalities, and reasons that bore them. You must also release the guardian spirits trapped in the school’s four clubs. Kraken provides you with a special amulet that allows you to rewind the time to the first day. In this way, you can continue to mine information, while retaining the knowledge and projects acquired in previous runs.

I am very happy to interact with my stupid peers, including a Velma clone who loves giraffes, a weird conspiracy maniac, a lazy, sleepy teacher, and of course, a good old cauliflower girl. The sharp words made me laugh more than once, and I enjoyed meeting these weird people through side missions and even dating. It’s great to keep writing, because Kraken Academy is very important in chat, but it’s easier in interaction. The instant game includes roaming around the dilapidated campus and smashing objects with bats to collect bottles, which can be used to trade currency. This is a simple but satisfying feature; after all, breaking things is inherently fun.

All other major interactions, at least from what I have seen so far, are carried out through reflection-based mini-games, where the moving needle is stopped within the target and the gauge is filled by pressing a button. Whether you are playing the keyboard with a band, drawing for a weird art club, or just trying to talk to someone without showing a creepy feeling, this is exactly the same mechanism. I’m a little tired of this, but Kraken Academy advocates storytelling first, so I understand that I don’t want players to be trapped in too many different mechanics.

The game starts on Monday and ends on Wednesday. Each cycle will allow you to unlock the guardian spirit of a specific club within three days. I started in a music club and I am currently completing an art club. Kraken decides who you want to pursue next, so the main narrative doesn’t feel as free as I expected. You complete a series of simple tasks, and then unlock the last day. If you don’t want to participate in the side business, you can fast forward immediately. In fact, it is usually better to move forward, because sometimes there are less things to do than you realized earlier, which bores me when I was looking for things I could do. I actually don’t mind this more direct method. After “Twelve Minutes” and the excessive repetitiveness of that game, the feeling of having a bigger arrow pointing me forward is refreshing.

In other words, Siren Academy has not felt the repetition yet. This structure means that I don’t have to re-examine any music club stuff when interacting with the art club. As far as I know, side missions can best play the recurring nature of the game. For example, I learned in the first loop that the broccoli girl wanted a barbecue grill, but I didn’t find one until after I was allowed to enter the campus of the art club in the second loop. Many tasks in the game involve finding items for characters who want them, and figuring out which club’s campus has these materials. Helping a classmate and staff is enough to win you a friendship medal. Trading these items to the above-mentioned hobo can unlock the upgrade of the bottle converter, which will bring you more coins. Why do you want more coins? So far, buy decorations for your dorm or, more importantly, buy club membership cards from shady dealers.

Kraken Academy is a strange experience both in theme and narrative. I have had a good time in its stupidity, and it constantly attacks you in surprising ways. In a simple sense, playing the game itself is great, so far, the feeling of rewinding time is less than it allows. You start a loop, unlock any new items or abilities that exist in the featured area of ​​the loop, and then apply these items/knowledge to unlock places or conversations that were previously inaccessible. This is not much different from the way you progress in a standard game, just dress up. Of course, as I learn more about the mysteries of Kraken Academy, time travel can easily become more complicated. If not, it may be fine. Compared with the mechanism of time loop itself, I pay more attention to writing and context. Yes, it would be cool if these things became more creative. But letting an old woman yell at me that her husband patted her silently or watched a girl stupidly ride her pony into the bounce house and eject it, causing it to burn again for no reason, let me It’s just right to be happy.