Throughout my time with the game, I kept thinking about Hitman Go. In general, I wish El Hijo were a tad bit snappier. I'm not saying Honig was operating distastefully, but that content did seem out of place given the buoyancy of the setting. What I will say is that there is some surprisingly grim imagery in the back half-particularly children in chains being sold off as slaves-that took me aback. The story, as I said earlier, is primarily presented through the environment, and honestly I couldn't glean much out of the major plot points. Whether you're in the bowels of a church's crypt or navigating a rugged cliffside, the game pops off the screen. Honig Studios have done a great job creating a pristine, Remington old west-one that looks like a kid's collection of plastic cowboys strewn across a sandbox. (Image credit: Honig Studios/Quantumfrog/HandyGames)Įl Hijo makes up for some of those shortcomings with its beauty. Part of that, I think, is a symptom of El Hijo's desire to funnel its players towards their intended solutions, but it's off-putting when stuff doesn't work. In particular, I was never given a good idea of what was in range, or out of range, of my slingshot, or if my slingshot was going to distract an enemy at all. At the same time, I found some of El Hijo's rigidness frustratingly inconsistent. As long as you're in the shade, the boy can stand literally inches in front of his adversaries without getting busted-and I think saps away some of the spirit of the genre. There is a function that allows you to see the precise sightlines of your enemies, which removes some of the anxious guesswork from the proceedings entirely. Everything about its stealth is deeply mechanical. But there were times that I wished El Hijo felt more alive. I enjoyed figuring out the precise combination of levers to pull, which is a key sensation in many adventure games. The puzzles are generally smart and constructed with care. And that's not a problem! Not necessarily.
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