![]() ![]() The one bonus to all of this is that each environment is an open world. ![]() Another time you may use a catapult to throw a rock or, heck, even yourself across a gap in the floor or to smash a window. Sometimes you will use a box to trigger a switch to open a door or to push up against a wall and use it to climb to higher ground. Some of the physics make complete sense while others are wildly characteristic and harder to control or manipulate. They react a certain way depending on their intended use. Almost every object in the game Bob can interact with has a set of physics associated. Appearing to be simplistic doesn't necessarily mean they are or act simplistic. And by simplistic I mean that every object is flat and not textured. Each environment is filled with very simplistic objects such as boxes, trees, buildings, ropes, mountains, doors, etc. Bob's dreams are driven by the fear of constantly falling, although every once in a while he gets stopped by an environment he must wander through. ![]() I'm no expert, but in most people's dreams they tend to be simplistic, but meaningful and sometimes familiar. We all have a reoccurring nightmare or fear of something in our dreams and for Bob it is falling. Human: Fall Flat is all about Bob and his dreams. ![]()
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