A Fisherman's Tale review
10 GB available space
A Fisherman's Tale
Cauliflowers, fractals, matryoshka dolls - already in the real world there are masses of examples where an object consists of several scaled-down copies of itself. A Fisherman's Tale cleverly uses this amazing principle for a puzzle game.
The goal is simple: the player must get to the locked top of the lighthouse to warn sailors of the approaching storm.
The game idea is just too cool and the potential as a room-scale title is great.
The hint system is exemplary: If you rummage around unsuccessfully, the narrator or other characters gradually give you more and more direct hints.
Picking up various objects is quite easy with all controllers. So far, so good, but as soon as you have to carry the object around a bit, a frustrating problem shows up in all versions of the game: Occasionally important tools simply slip through the wall or get stuck in a lamp.
These collision problems get annoying, especially in the last levels, while you're messing around with the twisted mechanisms of the lighthouse. Before that, however, there are some much better functioning puzzles with cool aha effects. The graphical implementation with the quaintly designed dolls, fittings, and the finely shining wood grain also belong to the strengths. The technically clean representation of the surreal proportions is also impressive.
On a large playing field, A Fisherman's Tale is one of the most impressive concepts in VR! This quickly became clear as we freely strolled around in front of the model lighthouse while a wooden giant imitated movements above. The puzzles aren't all that tricky, but the surreal tricks with the ever-smaller and larger reflections of the world make it an immensely fascinating affair. If something is too big and heavy, you just grab a smaller counterpart or indirectly direct a giant crane. A nice way to think around corners! It's a pity that the developers don't have the collision detection under control during the only two-hour short adventure. The tinkering often turns out to be fiddly and frustrating. Especially when you play without room-scale tracking and have little space available. The infantile presentation of the story is also a damper - in contrast to the pretty art design of the wooden world. Ultimately, as is often the case in VR, it's a great idea that could only be implemented mechanically with a few annoying quirks.