you guys need to cool it with saying everything looks like studio ghibli, if anything this game felt like watching a gobelins film (and stylistically looks like half of all gobelins films tbh), especially in its tone and its general theming and atmosphere and presentation, so basically all of it. This game really feels like a gobelins film.

But like gobelins, this game is quite short, which is good, and something so rare in this medium which is understanding how much time a game is worth. This game is simple and wants to tell you a short story and there's nothing wrong with that, that is infinitely more preferable to having it drag on longer than it should for sake of "content". Like there isn't enough content in the game already for it to be fully enjoyable and get across to you every emotion it wants to.

I just finished this game as of writing this, and I keep going back to everything in the game, stuff that I didn't get or otherwise stood out to me, and after putting them into the broader context of the rest of the game, not only do I understand them completely, but appreciate them greatly. Everything in this game is designed so expertly, the pacing the story the mechanics (besides the last puzzle that was really finicky), they all flow together perfectly and there's never a frame in this game that looks ugly, there's never a moment in it that goes wasted, and there's really nothing else I could seek to add to it, it is wholly and completely, well, complete.

I have an immense love for video games that take design seriously, the idea that you don't just need game design and stuff like replayability to make a good game. That games aren't just gameplay mechanics, they're stories, stories which are expressed cooperatively through an audiovisual medium. To ignore the design of how the camera can sit in every map in the game, or how the loading screen can sometimes separate the experience of playing a game into something akin to vignettes, actually taking into account the cooperate storytelling aspect of video games and designing the other aspects with it in mind and it with the other aspects in mind and the other aspects with the other other aspects in mind as well. It's something incredibly difficult for any piece of art, and especially hard for a video game to do, but it is always something to admire and love when a game even attempts to do it.

Reviewed on Oct 09, 2021


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