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Hover revolt of gamers
Hover revolt of gamers









hover revolt of gamers

There are a number of beeps and boops from the interface at various points, and some ‘whooshes’ when you jump or hit speed-up plates, but no footsteps or other impact cues, further decreasing the feeling of contact with the world around you. Sound effects in Hover are acceptable, but nothing too amazing. The interface is good, with nice inertia to it when you fall a long way and hit the ground. They look a bit slippery, too, as if you’re gliding along rather than actually connecting with the world, which is a shame for a game that’s so much about using the world around you to get to where you need to be. The animations are quite good, but limited in range, with only a handful of parkour tricks available.

hover revolt of gamers

The highlight is the neon trail that follows wherever you go, like your own personal Tron bike. Given the work that’s gone into Hover City and the other locales, it’s disappointing that the same effort isn’t visible in the player character choices. Customisation is limited, essentially involving selecting a few colours from a very garish palette, and all characters seem to have bland textures and simple models. However, character graphics aren’t as impressive. Similarly, the various buildings and scenery throughout the different zones of the city are different enough to be interesting, but with a common feel that ties them altogether.

hover revolt of gamers hover revolt of gamers

The citizens of Hover City are varied and interesting looking, though they’re just there for added flavour you can’t interact with the vast majority of them. It’s decorated everywhere with bright, garish neon colours and looks like a giant Escher-inspired 1980s video arcade (though without any gravity-bending illusions). Hover takes a cel-shaded, cartoonish approach to representing the game world, and it mostly works very well.











Hover revolt of gamers