Sounds like a cover
Song of Nunu: A League of Legends Story is better at establishing its setting than Convergence was, at least. Though its writing is still soaked in Runeterra references I don't get; this time, I could clearly read character personalities and story scope directly from the game's own dialog.
Nunu's gameplay, meanwhile, does feel like a shallow reference to other games -- immediately to Uncharted 4, in particular that level with the hexagon-rock Scottish caverns. And like so many other 3D Prince of Persia and Tomb Raider and Uncharted imitators, this game's controls and map traversal just feel awkwardly loose, and prone to clumsy falls.
As the game shows off more "teamwork" between Nunu and his yeti friend Willump, I unexpectedly remembered - deep cut alert - Majin and the Forsaken Kingdom. Importantly, though, Willump doesn't take orders like Majin did; he works at his own irritatingly unpredictable pace.
Can I make this jump alone, or do I need to wait for Willump to come help me? Is Willump going to clobber that obstacle, or is he waiting for me to do something first? These moments aren't consistently signposted, and there's also no way to explicitly trigger them. Likewise for the moments in which Willump grabs Nunu, switching you to yeti controls, as well as the inverse return-to-Nunu moments.
It feels weird when these things just up and happen without warning, and it's slightly frustrating that Song of Nunu's otherwise-simple puzzles can be ambiguous about which parts of the solution you're actually responsible for.
While I appreciate Song of Nunu's (relatively) focused storytelling, its interactive walking and jumping and wall-climbing and switch-pulling can't help but remind me of other, better games.
Progress: Met Braum.