Before we start talking about the game's main hook, we have to say we're pleased to have the ability to rewind our actions like a video. For one thing, it's the only way to escape a pit we fall into after a platform we're walking across suddenly collapses. However, although the fact these levels are just environments floating in the sky means we fall frequently, rewinding is more crucial for turning 3D environments back into 2D pictures.
So to get back to Viewfinder's concept, it's about using pictures to reshape your surroundings - a fancy, mind-bending way of getting from A to B for the most part, while holding to hold up a picture then to place it gives it the familiar control set of an FPS. If there's a chasm between you and your objective, for example, you can lay down a picture showing a path, which then becomes a 3D path you can walk across. Or you might have to shift perspectives, so if the picture is of a wall, you can turn it on its side.
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