Sights & Sounds
- Presentation is where the meat and potatoes of this game lie. GNOG is an audiovisual feast
- Each level depicts a puzzle resembling a robotic face that opens up as you solve its puzzles. Each of these is vibrantly colored and full of character. They actually reminded me of the unfolding Micro Machine and Mighty Max playsets from my youth (or the Littlest Pet Shops and Polly Pockets my sisters played with)
- I can only imagine how nice this would be to play in VR, but I'm sadly lacking a headset. There's a certain "tactile" feel to the puzzles that would have been enhanced in a VR setting
- The soundtrack is amazing. I wound up flipping on noise cancelling and boosting the volume so I could enjoy the tunes a bit better. The tracks start out subdued at the start of each level, but solving the level's central puzzle will net you a (heavily synthesized) vocal performance from the puzzle head and send the song into its crescendo. This was a nice reward that actually had me looking forward to solving each puzzle
- The sound effects are also superb, with every one of your actions triggering some bit of delicious ear candy
Story & Vibes
- Not sure that a narrative is the point here. It seems like you're maybe helping the character from the intro puzzle either pack or unpack, but it's not clear
- The vibes are consistently playful and exuberant as your eyes and ears experience what amounts 90-minute DMT trip (sans the seemingly life-altering revelation that turns out to be nothing important when you sober up)
Playability & Replayability
- Gameplay in GNOG consists of unlocking and completing 10 different "puzzle heads" that center around a central theme or concept. For example, one level sees you fixing a stereo by tuning and aligning it components and setting levels abstractly. Another sees you guiding a burglar through a home, stealing things from each room along the way
- Bookending these levels are the intro to start the game and a redux/epilogue of that same level at the very end
- None of the puzzles are tremendously difficult, and I was able to trial-and-error myself through all of them. Some of the achievements are well hidden, though, or may center around optional actions you may not try. A guide may be necessary to figure those out if you can't piece them together from their descriptions
- Having 100%ed the game, I think I've seen enough that I don't feel a replay is necessary
Overall Impressions & Performance
- While GNOG is a beautiful piece of interactive art, those searching for satisfying or tricky puzzles may leave a little disappointed. Any difficulty arising frome these levels comes from the ambiguity in how to approach them rather than any logical difficulty. For example, it's fairly obvious from the opening of the candy shop level that you're meant to make candy and sell it to customers. Unfortunately, I spent about 10 minutes stuck trying to sell to the customers before realizing that I needed to stock the candy behind the counter first
- To put it briefly, GNOG is a wonderful and impressive art piece, but it is only a mediocre puzzle game
- I can only comment on the non-VR version, but it ran extremely well on the Steam Deck. I really need to start playing these visually-focused games on a larger screen...
Final Verdict
- 6/10. While not bad by any stretch, GNOG simply won't satisfy those looking for brain-teasing puzzles. It will, however, make you curious about ayahuasca. Maybe look for a sale if you're interested in this trippy audiovisual toy
If you've read this far, feel free to check out my ongoing Steam Game Giveaway list here on Backloggd
- Presentation is where the meat and potatoes of this game lie. GNOG is an audiovisual feast
- Each level depicts a puzzle resembling a robotic face that opens up as you solve its puzzles. Each of these is vibrantly colored and full of character. They actually reminded me of the unfolding Micro Machine and Mighty Max playsets from my youth (or the Littlest Pet Shops and Polly Pockets my sisters played with)
- I can only imagine how nice this would be to play in VR, but I'm sadly lacking a headset. There's a certain "tactile" feel to the puzzles that would have been enhanced in a VR setting
- The soundtrack is amazing. I wound up flipping on noise cancelling and boosting the volume so I could enjoy the tunes a bit better. The tracks start out subdued at the start of each level, but solving the level's central puzzle will net you a (heavily synthesized) vocal performance from the puzzle head and send the song into its crescendo. This was a nice reward that actually had me looking forward to solving each puzzle
- The sound effects are also superb, with every one of your actions triggering some bit of delicious ear candy
Story & Vibes
- Not sure that a narrative is the point here. It seems like you're maybe helping the character from the intro puzzle either pack or unpack, but it's not clear
- The vibes are consistently playful and exuberant as your eyes and ears experience what amounts 90-minute DMT trip (sans the seemingly life-altering revelation that turns out to be nothing important when you sober up)
Playability & Replayability
- Gameplay in GNOG consists of unlocking and completing 10 different "puzzle heads" that center around a central theme or concept. For example, one level sees you fixing a stereo by tuning and aligning it components and setting levels abstractly. Another sees you guiding a burglar through a home, stealing things from each room along the way
- Bookending these levels are the intro to start the game and a redux/epilogue of that same level at the very end
- None of the puzzles are tremendously difficult, and I was able to trial-and-error myself through all of them. Some of the achievements are well hidden, though, or may center around optional actions you may not try. A guide may be necessary to figure those out if you can't piece them together from their descriptions
- Having 100%ed the game, I think I've seen enough that I don't feel a replay is necessary
Overall Impressions & Performance
- While GNOG is a beautiful piece of interactive art, those searching for satisfying or tricky puzzles may leave a little disappointed. Any difficulty arising frome these levels comes from the ambiguity in how to approach them rather than any logical difficulty. For example, it's fairly obvious from the opening of the candy shop level that you're meant to make candy and sell it to customers. Unfortunately, I spent about 10 minutes stuck trying to sell to the customers before realizing that I needed to stock the candy behind the counter first
- To put it briefly, GNOG is a wonderful and impressive art piece, but it is only a mediocre puzzle game
- I can only comment on the non-VR version, but it ran extremely well on the Steam Deck. I really need to start playing these visually-focused games on a larger screen...
Final Verdict
- 6/10. While not bad by any stretch, GNOG simply won't satisfy those looking for brain-teasing puzzles. It will, however, make you curious about ayahuasca. Maybe look for a sale if you're interested in this trippy audiovisual toy
If you've read this far, feel free to check out my ongoing Steam Game Giveaway list here on Backloggd
A concise but aesthetically pleasing puzzle game that is great for showing off VR capabilities, but not much else. It is beautiful and runs very smoothly, however there are under a dozen puzzles to play through, and each one is straightforward to complete. There is no challenge here, but this is not a bad pick if you are looking for something short with a nice vibe. Just don't purchase this for full price, wait for a steep sale instead.
This inventive and goofy puzzle game was something really quite interesting to behold, especially in PSVR. Each puzzle is similar to that of a complex illustration from a child’s picture pop-up book. Each knob, lever, and pulley cleverly interacts with everything around you, which helps to develop a habit of fooling around with everything that lays before you. The music was also super weird but incredibly fitting, too!
Full Review: https://neoncloudff.wordpress.com/2018/04/14/now-playing-april-2018-edition/
Full Review: https://neoncloudff.wordpress.com/2018/04/14/now-playing-april-2018-edition/
A little bit less of a game and a little bit more of a toy with boxes and levers and knobs to mess around with until something neat happens.
I've been stressed out lately about miscellaneous stuff, and Gnog has been the perfect little distraction I've needed on occasion.
Thanks, tactile noisy box-game. You are very cute.
I've been stressed out lately about miscellaneous stuff, and Gnog has been the perfect little distraction I've needed on occasion.
Thanks, tactile noisy box-game. You are very cute.
This is an extremely creative and unique 3D puzzle game. Kind of gives me the vibes of "The Room" - You're presented with a puzzle case and you have to use everything within it and outside of it to your advantage to solve it. This was really fun and i liked to 100% it - Thief level was tough. Otherwise the music in this was really good. Love it. Recommend
It's a fun audiovisual experience but not nearly enough meat for a puzzle box experience.
I guess as VR was in mind when the game was made they didn't want to make things too difficult in case you spend hours on the same level but even then, outside a couple of level that required a little thought, it had the complexity of a Fisher Price toy.
I guess as VR was in mind when the game was made they didn't want to make things too difficult in case you spend hours on the same level but even then, outside a couple of level that required a little thought, it had the complexity of a Fisher Price toy.
Despite a really charming design and a very perceptible desire to do well, GNOG falls into some sad failings. Composed of nine "boxes" – mixtures of puzzle boxes and dioramas –, the title encourages you to manipulate the different elements to activate the whole: you'll have to pull levers, press buttons or slide wheels. If the sense of repetition is mitigated by the very different environments and a short enough experience not to suffocate, a noticeable frustration is present by the difficulty of manipulating objects. The VR is capriciously calibrated and it is not possible to interact with the objects unless our little gripper is right on top of them – I'm not even talking about the rotational movements which are a complete aberration, never explained in a tutorial. The experience was neither detestable nor enjoyable, but it made the time pass. Perhaps I would have preferred to spend it differently, though.