Reviews from

in the past


It's a pretty contemplative game with an agreable sound design. The art style is neat and some of the areas are really beautiful to watch, but the game itself gets pretty repetitive even though it's only one hour long.

Some areas feel a bit longer than they should have been and the story isn't really amazing. I enjoyed the progression from nature into a modernized world and how the gibbons face the consequences of humanity but the last part takes a fantasy turn that I didn't really like, instead of focusing on reality.

One thing that's pretty disappointing is how the people are entirely in the background with the exception of one area. They'll not react in anyway to the monkey, not even look toward them or get startled.

The weakest point of the game is definitively the gameplay. It's only two buttons (okay, three with the backflip... which I barely managed to use honestly) and while it's pretty fun, it's actually pretty hard to grasp especially in some areas where it's easy too fall and hard to get back into the trees (which could have been used as a narrative element of how the monkeys can't handle civilisation like the jungle, but ultimately you're just as fast in city as you were in the forest).

Honestly, there isn’t more to talk about that wasn’t already mentioned in the other reviews. Swinging feels great when you’re building momentum and gaining speed. But the gameplay gets stale quickly. The main story is over in less than 1.5 hours and you unlock Liberation mode after. Liberation mode feels like random generated content from story mode with the ‘cutscenes’ removed and animals or lore put randomly to make you collect them. Collecting them is your goal but it doesn’t feel enough or worth it after completing story mode. It’s only here if you want any excuse to keep playing.

At the end of the day, the game is cute and the message behind it is noble. But it feels best played with a touch screen and it’s just an experiment. Not really a game to get lost in or worth getting for ones who are looking for more meat in their potatoes :)

Cute visuals, decent story, felt the ending message coming on by the third chapter but that's ok.
The gameplay gets extremely stale, there's two buttons and one of them is barely used until the last few chapters.
It gets a bit of credit back for showing some of the extra moves in the last chapters without a tutorial, other monkeys are seen bouncing on umbrellas indicating that you can do the same.
either way it gets way too repetitive way too soon.


A very important message conveyed in a simple and relaxing game.
On PC, the interface felt very much like a mobile game, apart from that my game crashed once in the final chapter.
There is a lot to do after completing the main story.
The gameplay is repetitive but relaxing in a certain aspect.

It's not common that a game communicates a genuinely important message, especially one so conservation focused. Games are more often about disconnecting from reality than reminding us of our failures as a species. Gibbon does a great job at illustrating the struggle that gibbons have undergone as a species thanks to human development and it does so wordlessly. Cutscenes demonstrate what happens to our pink gibbon and their partner, but the real illustration is in the gameplay--it becomes harder and harder to string along moves when you're traversing buildings instead of trees. To use gameplay to demonstrate habitat destruction was something wholly unique. It's just unfortunate that this free-flowing swinging and sliding relies heavily on player skill, so I found myself often falling to the ground or slowing significantly with missed leaps. This made the gameplay more unsatisfying for me personally, so I concede that this game may be more interesting to someone a bit more talented. The last thing I'll mention on Gibbon is that it is totally gorgeous, but should also not be played on a phone. A bigger screen is almost a necessity to help appreciate the large landscapes.

A fun autorunner (autoswinger?) with colorful art, fluid animations, and a good system of movement based on swinging and sliding. The story, centered around habitat destruction and poaching, is decently told, too. With all that, I think that Gibbon: Beyond the Trees is well above-average for this style of game, raising the standard just a bit in some respects. The extra post-game mode is okay, but the way it opens movement up also unfortunately demonstrates its limitations of the forward momentum and control. The design of the main game works within those limitations, though, so it's not a big flaw.

It takes about an hour to beat and doesn't overstay it's welcome throughout it's runtime.
It also left me with the question of whether games can or rather should be fun, if they deliver a message like this game does through their gameplay. Might be a very specific thought that is a bit too centered around this particular experience, but it lingers on and idk, maybe I will find an answer to that I deem satisfying

Switch version is really choppy, but overall a decent (albeit simple) game with a good message.

𝟕,𝟐/𝟏𝟎
Yes, this is a game of one mechanic, just hold and release the button at the right timings for boost. There is nothing original in this, but no one has done this about Gibbons yet)
There is an average, but pleasant, visual and soundtrack. The plot here is purely formal, for a change of scenery.
The game takes about 100 minutes, nothing really irritates, only repeating the tutorial 10 times at the beginning).
+The game was created in part to attract attention to the extinction of the species of these incredible creatures.
Devs could do something philosophical.. about the "transience" of life, like.. that our life cannot be stopped or paused, like us in the game, and we are forced to fly further and further, well, nevermind)
Generally, it`s just a normal game, not a masterpiece, but worthy of your attention if you like the concept.

Subscribe on my Steam Curators page:
https://store.steampowered.com/curator/41977550/
/
Да, это игра одной механики, просто удерживаешь и отпускаешь кнопку в нужные тайминги для разгона. В этом нет ничего оригинального, но про Гиббонов такого ещё никто не делал)
Тут средний, но приятный, визуал и сонудтрек. Сюжет тут чисто формальный, для смены декораций.
Проходится игра минут за 100, особо ничего не раздражает, только 10 раз повторяющий туториал в начале).
+Игра создана отчасти чтобы привлечь внимание к вымиранию вида этих невероятных существ.
Можно было бы вообще сделать что-то философское про "скоротечность" жизни, типо что нашу жизнь невозможно остановить или поставить на паузу, прямо как нас в игре, и, мы вынуждены лететь дальше и дальше, ну это ладно, я так)
В общем, просто нормальная игра, не шедевр, но достойна вашего внимания, если вам нравится концепция.
Подписывайтесь на Кураторство в Steam: https://store.steampowered.com/curator/37365104/

concept was cool and I admire the spread of awareness, but from a game aspect the swinging mechanics were ass.

It's pretty, well meaning, and has a smooth flow of gameplay - but it's mechanical simplicity makes it hard for Gibbon: Beyond the Trees to keep your attention.

the game had unique gameplay and a heartwarming story.

the main story part of the game is great, however liberation mode feels tedious and gets boring after the first few animals you free.

Fun for a small bit before the gameplay got stale. Timing swings on branches was satisfying in short bursts.

a charming, beautiful, and very short auto-run platformer with great tree-swinging traversal mechanics. could have used a bit more time in the oven, with some annoying difficulty spikes (it's not a hard game by any means, but a sequence where you're chased by hunters feels at odds with the relaxing nature of the earlier chapters) and ran into a couple bugs that I was able to fix by reloading my save, but still a nice little one-sitting play.

Cute little game with nice artstyle. Gameplay is very flowy.

extremely great sense of momentum, great sound design, maybe a little hard to decode visually but that's only a problem in the "Liberation" stages where you are playing towards a specific objective beyond "move right".
it actually does manage to tell a story pretty well, although by the time you are chasing a helicopter through the trees it veers towards comic heavy-handedness. The heavy-handedness is in service of a good message that is well-enforced by the mechanics - the trees feel so good to swing through, and the deforestation is bleak and alien, and the cities are baffling and confusing but not impossible. You can feel how gibbons live best in their natural environment, and they can adapt, and people can adapt, but adaptation is difficult.
i finished the story and immediately wanted to keep playing. the liberation mode isn't as well tuned. that's fine. it's actually nice to be able to stop playing a game after a few hours.

A game about traversal that starts wide and satisfying, to then become narrow and rigid in varied ways in different moments. A simple but compeling use of its single chosen verb to enhance the dramatization of a very straightforward story, one designed to raise awareness of environmental issues regarding the gibbons, to emphasize what was lost.