Compara los precios de Tiny and Big: Grandpa's Leftovers en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Black Pants Studio. Publicado por Black Pants Studio. Lanzado el 19/6/2012. Disponible en PC, Mac, Linux. Géneros: Indie. Puntuación Metacritic: 75/100.

Cut the world apart with a laser, drag it with a grapple, blast it with rockets - Black Pants Studio built one of indie's most tactile physics sandboxes around a quest for magic underpants, and somehow it works.

My first reaction to that opening desert canyon was almost purely physical: the moment you draw the laser across a stone pillar and watch it shear cleanly in half, there is a satisfaction that very few games have managed to replicate before or since. Black Pants Studio, a small German team, built Tiny and Big: Grandpa's Leftovers around a single mechanical promise - that almost everything in the environment can be sliced, grappled, or rocket-blasted into a new shape - and they deliver on it completely. Three tools form the core of everything: a laser that cuts flat planes through solid rock, a grappling rope that pulls the resulting debris toward you, and a booster rocket you can attach to objects and watch tumble chaotically into the air. The combination feels genuinely handcrafted, like someone spent years tuning exactly how a severed column should fall, because they did. The six levels are built around vertical traversal, which means you are almost always either climbing a massive sun-bleached structure or descending into its dark interior. That pyramid sequence - clambering up the outside, then lasering away ceiling beams to use as ledges on the way down - is the kind of setpiece a much larger studio would be proud of. The game rewards creative thinking over prescribed solutions; if a pillar falls at the wrong angle after you cut it, you can usually just slice a chunk out of the wall instead and reroute entirely. A built-in leaderboard tracks speed runs, rock collection, and tool usage per level, which quietly encourages multiple approaches without forcing them on you. Hidden music tapes scattered throughout the world unlock tracks from a curated roster of indie artists, and that soundtrack has a warm, slightly strange quality that matches the mood of the desert ruins perfectly - lo-fi, unhurried, a little mystical. The honest caveat is length. The main run clocks in somewhere between two and four hours depending on how much you explore, and the narrative - Tiny chasing his rival Big, who has stolen the magical grandfather underpants and worn them on his head - never quite reaches the comedic heights it seems to promise. The boss encounters, where Big hurls boulders and you slash them mid-air, have been criticized fairly as repetitive, and the platforming physics occasionally work against you in ways that feel less like challenge and more like friction: the fall-death threshold is unforgiving, some cut registrations miss at the worst moments, and the checkpoint system does not save collected items on death, which stings during thorough exploration runs. The game's own trail of collectible "boring rocks" meant to guide you can mislead as easily as orient. Who is this for, then? Anyone who has ever wanted a physics sandbox with actual artistic intention behind it. The handcrafted textures, hatch-shading, and comic-book typography give the visuals a personality that holds up. The Radio, an AI companion tucked into Tiny's rucksack, provides gentle nudges without ever becoming overbearing. The game knows its runtime and, for the most part, respects it - it ends before the cutting mechanic exhausts itself, which takes discipline. Controller support is solid and the menus are designed around it. If you come in expecting a tightly tuned precision platformer, you will find the edges rough. If you come in wanting to see how far a laser, a rope, and a rocket can carry a strange little idea, you will find something genuinely worth the hours. Kai, Scout Team

Tiny and Big: Grandpa's Leftovers

Tiny and Big: Grandpa's Leftovers

19 jun 2012Black Pants Studio
GamerScout opina

Cut the world apart with a laser, drag it with a grapple, blast it with rockets - Black Pants Studio built one of indie's most tactile physics sandboxes around a quest for magic underpants, and somehow it works.

PCMacLinux
Steam Deck PlayableProtonDB Gold
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Acerca de Tiny and Big: Grandpa's Leftovers

My first reaction to that opening desert canyon was almost purely physical: the moment you draw the laser across a stone pillar and watch it shear cleanly in half, there is a satisfaction that very few games have managed to replicate before or since. Black Pants Studio, a small German team, built Tiny and Big: Grandpa's Leftovers around a single mechanical promise - that almost everything in the environment can be sliced, grappled, or rocket-blasted into a new shape - and they deliver on it completely. Three tools form the core of everything: a laser that cuts flat planes through solid rock, a grappling rope that pulls the resulting debris toward you, and a booster rocket you can attach to objects and watch tumble chaotically into the air. The combination feels genuinely handcrafted, like someone spent years tuning exactly how a severed column should fall, because they did. The six levels are built around vertical traversal, which means you are almost always either climbing a massive sun-bleached structure or descending into its dark interior. That pyramid sequence - clambering up the outside, then lasering away ceiling beams to use as ledges on the way down - is the kind of setpiece a much larger studio would be proud of. The game rewards creative thinking over prescribed solutions; if a pillar falls at the wrong angle after you cut it, you can usually just slice a chunk out of the wall instead and reroute entirely. A built-in leaderboard tracks speed runs, rock collection, and tool usage per level, which quietly encourages multiple approaches without forcing them on you. Hidden music tapes scattered throughout the world unlock tracks from a curated roster of indie artists, and that soundtrack has a warm, slightly strange quality that matches the mood of the desert ruins perfectly - lo-fi, unhurried, a little mystical. The honest caveat is length. The main run clocks in somewhere between two and four hours depending on how much you explore, and the narrative - Tiny chasing his rival Big, who has stolen the magical grandfather underpants and worn them on his head - never quite reaches the comedic heights it seems to promise. The boss encounters, where Big hurls boulders and you slash them mid-air, have been criticized fairly as repetitive, and the platforming physics occasionally work against you in ways that feel less like challenge and more like friction: the fall-death threshold is unforgiving, some cut registrations miss at the worst moments, and the checkpoint system does not save collected items on death, which stings during thorough exploration runs. The game's own trail of collectible "boring rocks" meant to guide you can mislead as easily as orient. Who is this for, then? Anyone who has ever wanted a physics sandbox with actual artistic intention behind it. The handcrafted textures, hatch-shading, and comic-book typography give the visuals a personality that holds up. The Radio, an AI companion tucked into Tiny's rucksack, provides gentle nudges without ever becoming overbearing. The game knows its runtime and, for the most part, respects it - it ends before the cutting mechanic exhausts itself, which takes discipline. Controller support is solid and the menus are designed around it. If you come in expecting a tightly tuned precision platformer, you will find the edges rough. If you come in wanting to see how far a laser, a rope, and a rocket can carry a strange little idea, you will find something genuinely worth the hours.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaPhysics SandboxEnvironmental PuzzlesLaser CuttingCollectible SoundtrackDesert SettingSpeedrun LeaderboardsShort-form ExperienceComic Art Style

Requisitos del sistema

Mínimos

OS
Windows XP
Sound
OpenAL compatible
Memory
2 GB RAM
Graphics
ATI Radeon 2400 or better / NVIDIA GeForce 8600 or better
Processor
Core 2 Duo / Athlon X2, at least 2 GHz
Hard Drive
1500 MB HD space

Recomendados

OS
Windows 7
Graphics
ATI Radeon 2900 or better / NVIDIA GeForce 8800 or better

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Reseñas y valoraciones

Metacritic
75

Información del juego

Desarrolladora
Black Pants Studio
Distribuidora
Black Pants Studio
Fecha de lanzamiento
19 jun 2012

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Tiny and Big: Grandpa's Leftovers está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Tiny and Big: Grandpa's Leftovers?

Tiny and Big: Grandpa's Leftovers se lanzó el 19 de junio de 2012.

¿Quién desarrolló Tiny and Big: Grandpa's Leftovers?

Tiny and Big: Grandpa's Leftovers fue desarrollado por Black Pants Studio.

¿Merece la pena comprar Tiny and Big: Grandpa's Leftovers?

Tiny and Big: Grandpa's Leftovers tiene una puntuación Metacritic de 75/100, lo que lo convierte en uno de los títulos destacados de Indie. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.