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Penny's Big Breakaway Is A BIG Disappointment: The Most Overrated Game of The Year?
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7,778 Views • Apr 7, 2024 • Click to toggle off description
I can explain.

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Why hello you lovely little peppercorns, my name's Noa Lee, god of game criticism, and in this video I"m going to do a deep dive in to why I feel Penny's Big Breakaway fails to live up to the standards of a good artistic experience; it's not a bad game, it's just bad art. Let me explain: From the game's awkward controls, level design that doesn't fit with the character's move set, bland and frustrating bosses, to it's over-produced and forceful design, Penny's Big Breakaway is a game that has a lot going for it when taken as individual pieces, but falls flat when putting those pieces together.

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Created by: Noa Lee
#NoaLee
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Views : 7,778
Genre: Gaming
Date of upload: Apr 7, 2024 ^^


Rating : 2.455 (376/215 LTDR)
RYD date created : 2024-05-16T04:00:48.65344Z
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YouTube Comments - 111 Comments

Top Comments of this video!! :3

@ThusSpokeNoaLee

1 month ago

💗So uh, I guess I'm in the minority on this one, huh? Let me know how much you hate every I had to say and subscribe I guess!

23 |

@ethanchang8342

3 weeks ago

"Overrated" buddy I wish the game sold well enough to be considered overrated

115 |

@SvensPron

3 weeks ago

Small question, how can a game that basically no one is talking about be overrated

84 |

@AwesomeSuaceable

1 month ago

Tell me you can't schmoove without telling me you can't schmoove

84 |

@joemama2499

1 month ago

I say this respectfully, but I think you’re playing the game … un-ideally. To be fair the game doesn’t teach you the best way to move through the stages but based on your footage, I wouldn’t have had fun with the game either. Too much double jumping (it slows your momentum) and not enough swinging. I agree pro controls are a bit much. I just use the face buttons for all actions. Never had issue with the penguins. I just swing over them. Getting off the yoyo from riding took a bit of getting used to but feels natural now. The side quests are a bit at odds with the go go go nature of levels butttt, they add so much to the world and charm of the game. overall i loved this game. I think it’s clear a ton of passion was put into this on all fronts and maybe it just isn’t for most people but i think it’s such a daring artistic venture and commend their efforts. I’ve already played 30 hours of it 🤓

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@mau2172

1 month ago

I can't not sound like a condescending prick saying this, but I mean it in the most respectful way possible, from one person who puts too much thought into the design of videogames to another: I feel like the overall negative tone of your review is not very well earned. But, I also strongly believe that you are not responsible for the way you feel about this game. I'll try to be as clear as I can about what I'm saying. I desperately need to ensure that this doesn't come off as a simple "you just don't get it". We both can agree that the level design in this game is good. At many times while playing through them these levels really do feel like proper 3D translations of 2D sonic level design. Building and applying speed on curved terrain such as slopes and ramps, avoiding passivity traps, being punished by falling below to slower routes, many elements like these make fairly often appearances and they really do feed into the sonic-like ideas of encouraging constant activity and replayability to improve at the game. The penguins were never an issue to me, even when i was just getting a hang of the controls, I would only ever get captured if my stubborn ass insisted on mindlessly forcing its way somewhere without engaging in any mindful movement to avoid these swarms of penguins. I think their implementation works fairly well as a game mechanic that demands of you to keep up with the pace of the levels. I too would say that the side quests and collectibles directly clash with the time attack fundamentals of the level design, which is proably why they are both completely removed in the time attack versions of the levels. They are extra little things placed throughout the levels to motivate you to get to know them just a little bit better, and I never found them to break the flow of my intitial casual playthrough, especially since almost every single quest was about going forward to complete a certain activity, and the collectibles were either the reward for finding a hidden route or were instead at some fairly easy to find spot. I completely agree that the creation of a "dual stick control scheme" was, to some extent, an unnecessary burden placed onto the development of this game. I find it frustratingly awkward to use. Trying to execute any mid-air action is too much of a hassle when you can just point to where you want to shoot your yo-yo with your infinitely better trained left thumb, and use your infinitely more responsive face buttons to determine which mid-air action you want to do instead of dealing with the travel time of a controller stick. Overall it seems like a very tacked-on gimmick, and I think you are right on the money with the theory that the lack of camera control was nothing but a by product of that control scheme. Just like you said though, thanks to the linear nature of these levels, I never found it to be an issue. In fact I would say this is one of the better auto-cameras I have seen in the genre. So far in my entire playthrough (that is still going well over 10 hours, I am time attacking the hell out of this game) the camera has consistently let me see enough ahead of me to decide what to do next. When it comes to your thoughts on penny's controls, however, I have to say, I think the exact opposite. I think Penny has one of the most nuanced and flexible control systems I have ever had the pleasure to use in a platformer. The amount of options you have at your disposal while mid air is certainly a lot, especially since you have to keep track of which ones you have already used along with the ever-changing arc of your jump. What makes this mid-air movement so fascinating to me, ironically, is that there's EVEN MORE to consider during a single damn jump. As I said when listing out some noticeable sonic-like elements present in the game, the building and application of speed is one very important design element in sonic considered both for his controls and level design. Penny takes this idea and realizes it tenfold. You can completely redirect your speed with your swing, you can add onto your speed with a dash, you can extend the arc with a "double jump" (which really isn't a double jump, more so a move to slightly modify your vertical speed), you can even do a complete U turn from your swing and come out of it with just as much if not more speed. Every single second you are in the air, you are challenged with the task of turning the overbearing presence of gravity in your favor. You don't do a mid-air action to just "go forward", you do it to make the best out of your moveset, to be as creative and cool as you want to be. Maybe you dash to earn some quick speed, and then build on top of that speed with a precisely timed swing to reach higher into the air, and with that new arc roll onto a slope with all your newly earned downward speed, and so on and so forth. Before you know it, you are blasting through the level like it's nothing. The exact same reward you would get for playing well in classic sonic, in this game you get ten times as much, for ten times the asking price. I believe this is what has so many people torn on Penny's Big Breakaway. Getting good at this game is fucking hard dude. Again, I may be talking here like I just "understand these types of games" but you better believe it took me HOURS of gameplay to get any good at performing crazy shit like this. And these movement mechanics are not broken, imbalanced messes like Sonic Adventure's trademark spamdash or whatever crazy jank you could exploit in platformers of that era. The amount of nuance put into this movement system was so intentional, they added a whole ass combo system to incentivize you to get good at it. Problem is, like you very well said, no one gives a flying fuck about scores. So it only ends up being something of interest to those who are already into tryharding their way through the game. This over reliance on momentum based gameplay that you mentioned I think is very real, and a detriment not to the functionality of the game, but to the accessibility of it. I think a good display of that problem is that they made penny walk excruciatingly slow to try to get you to use the rolling as much as you can. But without understanding how to leverage your mid-air moves, rolling the whole time will often feel rather slow and awkward. The biggest absolute most offensive flaw of this game is that it doesn't show you a single snippet of just how badass you can can get to be. It teaches you these moves like they're as mundane as any double jump in any other platformer, and then sets you off in your way hoping that you learn to find the fun in them, to find the nuances of this weird ass yo-yo platformer that is at the same time suggesting you use both of your fucking sticks to move. Yeah good luck with that, game. What I've seen happen to this momentum-based platformer as a result of its poorly conveyed appeal, is that it more than ever separates those who have been long into this platforming genre from those casual players who may not have had games of this type offer them this much freedom of movement before. It really doesn't tell you the type of game YOU can get it to become, and if a game doesn't properly convey what's so good about its gameplay, then it might as well deserve its title of "mediocre", because what good is a good game for without a player getting good at it?

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@therealtijuanaman

2 weeks ago

I'm not really behind this framing of what happened between Sega and Whiteheads company. There doesn't seem to be a lot of information other than they were in talks, and it didn't happen. So, this framing of "desperation" and "filling a void left by Sonic" is pure speculation when it's entirely possible that the developers simply wanted to move on

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@CocoYeti

1 month ago

As for the penguin thing, I feel like the devs intended them more as an obstacle,being annoying I feel like is suppose to add on to that too. Yea they COULD be fixed in a few areas. But that’s my take to on it.

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@MaximumAddition

3 weeks ago

That "no heart" comment... Man, I feel like you couldn't be more wrong if you tried, the very moment I got a hang of the controls it felt like an earnest passion project in every aspect, from visuals, to music, and specially gameplay. It felt like a genuine effort at a style of gameplay not yet done, and frankly, the game nailed it as far as I'm concerned. I kinda hate that "coming at it from an artistic bent"... Excuse, is the best I can call it, since I feel like you're also limiting art in another way if you don't feel like a game can have merit for committing to specific audience, rather than having broad appeal [may be misunderstanding your point, but that's how it sounded to me]. This was a big disappointment of a video, feels like it's totally separate from what the actual game is.

17 |

@Woodpli

1 month ago

It's natural for a fan of a game to want to defend that game when someone talks badly about it. And I'm gonna do exactly that, because WHAT are you TALKING about?? The majority of the "issues" you bring up with the game, I just can't understand. Penny controls very well, and working around the limitations of her movement is where the fun comes from. Penny is a character that's fun to move around with. That's where the core fun of the game stems from. If you don't have fun moving through these levels with Penny, then I have to assume you're just not understanding the game properly. When I first played through this game, I found it to be a good experience! Just... good. But I later found out that the real fun of this game comes from the Time Attack mode. Booting up a random level and ramming your head into it to try to shave more and more seconds off of your run is a wonderful time. I was never into time attack much in the past, but this game changed that. Once you learn the nuances of Penny's control, you can absolutely fly through these levels in a way that flows so nicely. Take all this to say, you've missed out on the best the game has to offer. There is value in judging a game as a whole on an artistic level, but I believe that it's perfectly fine to engage with only SOME of a game's content if it makes for a better playing experience. tldr: WHAT IS BLUD WAFFLIN ABOUT!!!!! 💀💀💀

42 |

@tarriochu95

3 weeks ago

I ve just finished the game yesterday. I can share some viewpoints and disagree with others, I will try to keep it as a list for simplicity, starting with the bad things then good things: Overall I was really looking forward to playing this game but its a bit rough around the edges. Bad: -The rolling yoyo mechanic feels very sluggish, sluggish enough to make me wish there was some sort of artificial acceleration when you start rolling, and one that also happens when going down a slope. The momentum while rolling runs out fast if you dont get the good angles, and even turning the stick a bit punishes you by greatly downgrading your speed (specially on pronounced angles on slopes). -I completely agree that the controllers while rolling are also bad, sometimes I would full on press my stick to the right and penny would turn juuuust a little bit, and sometimes I would do the same and find her steering hard for no reason. I dont know if this by design, or attached to how fast you are going, but it hinders the gameflow. -Game feels unfinished/unpolished in some crucial aspects, for example, finishing the bossfights, anytime you give the final hit to a boss, either the animation that plays for the boss defeat is too quick (blink and you miss it) or there is none, and the "stage clear" starts playing very suddenly. A lot of times I found myself being like "oh... thats it? no big boom? no feedback for how I was supposed to kick ass or something? (compare this to Mario 64 when the player defeats a boss and it explodes and gives you a star), maybe call me picky for this LOL. -The timers for the sidequests are very tight, not impossible, I like a challenge, I know this is a momentum game and stopping to read kills the flow. But some of them are fetch quests and I cant fetch what I havent read Im supposed to fetch yet (and timer is running out lol). -The yo yo swing has a cool momentum thing but I found myself dropping out because I was punished for going too fast (if you swing while going very fast, instead of doing a half swing, you start doing full on circle loops around your yoyo, and yes you can shoot yourself straight to the void while doing this, and because the swings are attached to how fast you are going, when you get this sort of swing, its very hard to time how to jump properly, IMO they should have had a hard cap for the swingin speed). -Money is useless, I understand there is a shop but nothing you buy there makes the game more fun (mostly second chance items or items to make your bonus in the end slightly bigger), I do wish they had added some cool stuff to buy, otherwise you are just stacking money for nothing, maybe even color swaps for pennys outfit. -Dash could be slightly better if it was also mappable to another button rather than the attack one. Good: -art and music are REALLY AMAZING, I love the artstyle and soundtrack is a banger. -if you play the critical path that the game presents you at the pace you are supposed to go, while doing tricks and stuff, it does give an acrobatic feel thats engaging, specially racking up the combo. Stupid penguins break the combo if even one of them latches onto you so I guess their whole purpouse is being annoying and rewarding the player by avoiding them -The secret coins and sidequests may make you look harder, but they are always in spots that will not hinder your progress and will leave farther on the level once you finish them (normally), I can trust the game that I didnt miss anything when taking the sidetrack, as they dont put any sidequest on the main paths while there is a sidequest path parallel to that. So you can continue with your momentum. -Bossfights while some are surprisingly easy, each brought different things to the table and a different flavor (I mean, emperor Eddie was really easy on his first fight, I know thats a bit of a shame), but there is the billiards with the head guy, the rolling on the water for the submarine, etc etc. No repeats (unless you count emperor Eddie s final fight first phase). -dash and swing in the air feel really solid. Wish the ledge grab wasnt just attached to swinging and then having penny touch a wall (this is never explained and I had to kinda figure out how the hell she did the ledge grab thing). -You have just enough moves to control your mobility/height in the air, which feels weird at first because you cant chain moves infinitely (you cant repeat a dash in the air nor a swing). But once you memorize the core (dash, swing, double jump), you can get almost anywhere you want. The walljump is kinda extra, you kind of never need to use it in the main levels. -The mechanic of spinning the Yoyo to interact is nice, i wish it could have been used a bit more and in different ways but its cool. Overall, If i could change anything, it would be the speed/momentum of how you roll in the ground

4 |

@SKreal430

1 month ago

skill issue 😩😩😩😩

39 |

@maicoxmauler2825

2 weeks ago

Ah yes, the overrated sonic adventure clone that I only just heard came out and looks more like billy hatcher

3 |

@whateverwavy

4 weeks ago

you genuinely missed the mark on this video, just based off the title alone. 1. how is a game with an average Metacritic score of 74 OVERRATED? 2. the devs have made it clear that this game is made for a specific crowd of people. it was never supposed to be some AAA world-stopping game, but rather a short niche platforming experience. 3. just because certain aspects and gameplay mechanics bother YOU (like the penguins) doesn't mean the game is A BIG DISAPPOINTMENT. the devs had a clear vision of how they wanted this game to play out. it works for some. if it doesn't work for you, don't just make a 30 min video calling the game A BIG DISAPPOINTMENT. this review was disappointing tbh

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@zariaalhajmoustafa2573

1 month ago

The problem with the character penny is the 3D model specifically the shading colour you look like they're not finishing the colouring

7 |

@4847jordan

1 month ago

"just look at me I'm lookin fly as fuck right now"

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@muddrox887

1 week ago

Overrated? Uh, no one has talked about this game nearly enough for that to be true. What a weird dig at a game that came out to very little fanfare...

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@torq21

3 weeks ago

The design of the main character is quite hideous. So busy and blobby. All of the angles go in all of the wrong directions.

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@battleon81

1 week ago

I actually just finished the game earlier this week. I thought it was quite good, and I usually don't like 3D platformers. It's no Hat in Time, but still better than I expected. I'm just watching to see how someone could be so disappointed with it. Update Yeah...I can't really relate. All the "issues" are either things I didn't notice or actively made the game better. Then again, I went out of my way to carefully explore each level and talk to every individual NPC. Clearly, there are different expectations for what this game was supposed to be.

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@spectrumbots4268

2 weeks ago

Taking inspiration from 3D Sonic games wasn't the best idea since Sonic doesn't work well in 3D for the most part, especially with the constant gameplay genre changes seen in most games. Mario would have been a better source of inspiration since that series is more cohesive and consistent.

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