![]() Later in the game you acquire a slingshot to shoot beams with, but its main use is for reaching surfaces out of the reach of Kurt's throw because it cannot be used while in the air. Sometimes throwing the beam can be frustrating, particularly when trying to toss one directly under Kurt while in the air, but you will make less and less mistakes as you play on. Kurt tosses it underhand in the direction he is facing, or directly under him if the down button is being held, so you have to get a feel for the distance and arc that he throws with. Placing the beam can take a little practice because you do not, for the most part, directly aim at the location you want to place it. You can throw out two beams at a time, each lasting for about ten seconds (though you can cancel a beam at any time), and they will propel Kurt, objects, and certain enemies away from the surface they are placed on. ![]() The beam will help you solve puzzles and advance through the world No two levels are the same, and although many puzzle mechanics are recycled throughout the game, I never felt like I was repeating myself. The enemies and obstacles have an array of attacks and functions to keep you on your toes and your mind limber. Whether I wanted to (or had to by necessity, depending on my inventory) destroy every enemy in sight or passively float by them using beams, such levels gave me the freedom to improvise. Both kinds of puzzles are interesting and challenging, but I had the most fun when I got to choose my own approach. Each item is obtained as some puzzles start to require them, but many of the puzzles are open enough so that you can experiment to find the best way through using whatever tactics you please. Beginning with the beam, Kurt slowly builds up an arsenal of items ranging from bombs to damage enemies to smoke screens to hide from security cameras. Compared to some of its more recent counterparts, Pid does an exceptional job of creating a refreshing experience with each new level, whereas other games in the genre often feel stale by their end. Pid's variety is what prevented it from getting dry. For a game as mechanically simple as Pid, it was amazing to me that it remained entertaining throughout the entire ten hours of gameplay. The plot is not award-winning material, but for a game like Pid it works wonderfully, as it provides the backbone for the incredibly fascinating world you traverse throughout the levels. I found only a small handful of these extras, many of them the most easily accessible, so there is a lot of replay value to be had by hunting down all of the secrets hidden within Pid. However, a single playthrough can easily be longer than this because throughout the game there are several extras that you can choose to pass by or seek out. Pid is a long game for one of its genre, taking me nearly ten hours to complete my first playthrough (which was played mostly on the normal difficulty setting). Navigate through intricate puzzles while avoiding enemies The most important item is the beam, a glowing orb that temporarily creates a small gravity well that can levitate Kurt, Pid's protagonist, and other objects when placed on a surface. Pid never misses a beat throughout its lengthy storyline by testing you in a wide variety of unique and challenging puzzles, which require the use of an assortment of items at your disposal. It is also some of the most fun I have had with a modern side-scrolling platformer. Despite its charming character and colorful soundtrack, Pid is one of the most difficult, at times frustrating games I have played in a long while.
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