‘The Last Tinker: City of Colors’ Preview

When I first witnessed The Last Tinker: City of Colors, the only thing that came into my mind was – “Wow, this is a really colorful game!” Your own PC Editor Vlad has recently played a preview-build of Mimimi Productions’ upcoming platforming title, so below you’ll find some of my impressions.

The Last Tinker: City of Colors features a pretty unique premise. In Tinkerworld – as the game’s universe is called – everything can be created with the influence of colours. Unfortunately – as it is the case with having too much power – this creativity has led to the division of Colortown into several districts, each representing a specific colour. Enter Koru – an athletic and ready-to-fight kid, whose mission is to rid Colortown of its bleakness, and unite it once again.

The preview-build I experienced includes strolling around a few areas, training and then beating up a few thugs, taking part in a racing competition, and completing a few quests for the inhabitants of the outskirts (that’s where the build is set).

The game’s main component lies in its platforming segments. Due to City of Colors‘ friendly premise, these segments are fairly easy and almost-impossible to fail, as jumping is automatically done by holding down the running button. I would actually compare it to Ubisoft’s 2008’s Prince of Persia – kind of easy, but also flashy and fun.

When it comes to fighting, the game utilises a system closer to the one introduced in the Arkham series. You can punch one enemy, and then immediately jump at another. When someone is about to hit you, an exclamation mark appears above him, giving you the chance to either lunge at him before his attack, or dodge.

There’s no voice-acting, and while the characters’ same gibberish can get a bit annoying, their charm more than makes up for it. And that’s where City of Colors really differentiates itself from other games – the environments ooze with chromaticism and glamor. Couple that with a cheerful soundtrack, and you’ll more than likely crack at least one smile, when jumping on an octopus’ tentacles, sliding on a rail, or even clearing someone’s garden.

Given the fact that it took me 90 minutes to finish the build, it’s still way too early to judge the game. There are still so many questions to be answered – Will the power of colours be of any use to the player? How varied will the environments be? Will there be a progression system included? That said, what I experienced so far gives me a positive feeling about the final product.

All of these questions will be answered this summer, when the game releases on the PC, Mac, Linux (all these via Steam) and consoles (we’re still figuring out the specific ones). For everything colorful and cheerful, keep it locked to Analog Addiction!