Eden should be a place of quiet beauty instead it's all too hectic and often exhausting. But the game's harsh time limit, under which you'll have to constantly search for new pellets to feed the quickly diminishing meter, ruins the mood completely. The serene pacing feels perfect, and the environment is a peaceful, happy place where you could lose hours of your day. The early levels give you ample time to leisurely roam the world, slowly figuring out where the next Spectra is hidden while you happily pollinate another seed. Simply existing in this world-taking in the beautiful sights and getting lost in the pounding music-is a joy. An arbitrary time limit has been forced on you, making you rush through what should be a deliberate adventure. There is a reason why you have to make your way efficiently through the levels, and it goes against the very nature of this game. Spectra are akin to the stars Mario must collect in his 3D adventures you collect more to open new levels, up to the 50 total in the game. The more plants that sprout, the easier it will be to collect the five Spectra scattered throughout each stage. By nabbing a number of them in one leap or swing, you can string together combos that divvy out even more of the precious life energy. The key to successfully navigating the later stages in Eden comes from how efficiently you can collect these wayward bits. By nabbing these floating balls, you can pollinate nearby bulbs, creating new foliage from which to cling. Like any thriving garden, Eden's are overflowing with puffs of pollen that are just dying to inseminate the scattered seeds. But there is a method to this madness as you learn to properly judge both distances and your momentum, you'll find yourself easily swinging from branch to branch, shooting out silk and gliding to unfathomable heights. Trying to manage this unorthodox control scheme can initially seem like an overly complicated request, and you'll spend many of your early moments plummeting helplessly back to the ground after a miscalculated leap. By hitting the button again, you cut the strand, landing wherever your momentum takes you. You can swing from this to gain speed for a courageous leap toward a faraway stem or to collect objects that are just out of reach. By tapping any of the face buttons while gripping onto a plant, your grimp will shoot out and swing onto a fine strand of silk. The sprawling garden levels of PixelJunk Eden require precise maneuvering if you want to visit their outer reaches. PixelJunk Eden uses a sparse aesthetic and freeing jump mechanic to create an experience more commonly found in one's dreams, until you run into the nightmarish clock. It makes sense that its first foray into platforming would be just as crazy as its other offerings. PixelJunk Monsters infused the militaristic tower defense genre with dancing monsters and a crushing difficulty. Q-Games' first PlayStation Network title, PixelJunk Racers, relied on chaining combos to spur your slot car around the track, making it as difficult to grasp conceptually as it was to control. The thread tying the PixelJunk series of games together is the unique spin it puts on traditional concepts.
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