

But crucially, it all seems to really fit with the landscape, with this rangy New Caledonia-inspired archipelago that brings a lot of the fun to Tchia. There's a lot of stuff I can choose to do or choose not to do in Tchia. This stuff, along with things I doubtless haven't discovered yet, work alongside things like a raft I can control for crossing big bodies of water and a musical instrument I can play for certain effects. I can float in the sea and embody a shark, to get me a jet of real speed. I can take a rock at the top of the summit and embody it to roll all the way back down the hill into the sea. This means I can be at the bottom of a cliff and I can suddenly possess a nearby bird and swoop up to the summit, with the option to poop on people if I want. Then there's a system which allows you to inhabit another creature or item for a while, for as long as, you guessed it, a stamina meter dictates. Fling yourself! You can cover so much territory this way, zipping from one tree-top to the next. It's Zelda but opened out to include a touch of Mario, and it means that you get the stamina system but with added range. You can ping it back and forth and then launch yourself to get major air. HALO jumping, or butter scraped over too much toast? (So much of the magic of Breath of the Wild comes down to the unfortunate butter/toast ratio.) No matter - it still works.īut Tchia then adds stuff. The dive-bombing thing from Zelda still works too, where you plummet and then open the chute low to spend your stamina nearer the ground where it will save your life. If you have stamina you can run and swim and climb pretty much any surface and glide down out of the sky. Tchia takes the stamina system from Breath of the Wild and uses its familiarity to create a bunch of lovely new elements. But I also feel like I know a deep truth about Tchia: it's absolutely lovely - vibrant and characterful and transporting and generous - and when it comes out later this year a lot of people are going to fall for it. As such, I know very little about what Tchia is trying to tell players in the first few hours, I suspect. You play as a child exploring and gadding about the islands, and I'm pretty sure there's a bit of narrative in the build I played - a quest that leads to another quest maybe, a cut-scene, a gradual introduction to the powers at my disposal.īut you know what? The weather was so lovely, the island earth under my feet so inviting, I just ignored all that and I wandered. Tchia is an open-world game set in a sun-dappled archipelago inspired by New Caledonia in the southwest Pacific Ocean.

Here's the thing, though: I didn't follow it on purpose. I've followed this advice while playing a demo build of Tchia over the last few days. Emerging from the ramp in Crackdown? Actually, Crackdown never really tells you what to do anyway. Boots down in Just Cause? Ignore that first invitation to chat with a resistance leader. Out of the cave in Skyrim? Head wherever the game isn't telling you to go.

A friend once said that the best way to have fun in an open-world game - the best way to see if an open-world game was likely to be fun in the first place - was to pick the first story marker and run in the absolute opposite direction as fast as possible.
