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Game Review: Botanicula

Botanicula is a point and click adventure for PC and Mac from Amanita Design, the creators of Machinarium.

Unlike most other point and click adventures, Botanicula is missing the annoyance of having to solve each puzzle in a particular way. There should be no situations in which the player finds their apparently sensible alternative solution rejected – the game so little resembles reality that the option of ‘sensible’ hardly seems to exist.

 

Botanicula from Amanita Design

Botanicula from Amanita Design

 

Botanicula is set in a tree, or multiple trees (it’s difficult to tell), with the player controlling a group of seed-like characters of different shapes, sizes, and basic abilities. The baddies, tree-destroying spider-like creatures (which fit with the game’s project to help the World Land Trust to protect the rainforest), are introduced right from the beginning, giving an obvious adversary, but there is little more direction than that.

In fact, just like in Machinarium, there is no spoken or written guidance at all in the game, and the player is left to work out what to do for themselves, through clicking until something happens.

 

Botanicula from Amanita Design

Botanicula from Amanita Design

 

It shouldn’t take long to work out that the goal is to progress from level to level with the eventual aim of defeating the baddies and saving the trees. Each level is won by collecting a particular set of items, and this formula is carried through right up until the game’s satisfying ending, though not such that it feels repetitive. No two environments or characters met in any level are at all like those met in another, or, in fact, in any other game you might have played. It’s this uniqueness which really makes Botanicula worth a try.

 

Botanicula from Amanita Design

Botanicula from Amanita Design

 

With little surprises around every corner, Botanicula rewards the player who clicks on things just in case it does something. Each secret unlocked wins the player a card, of which there are 150 in total, though collecting them has no real purpose other than the possibility of winning ‘prizes’ (short animations) at the end of the game; it’s just for fun.

 

Botanicula from Amanita Design

Botanicula from Amanita Design

 

Not all of Botanicula is lazy clicking, however. Some of the puzzles require quick reactions, some trial and error, some quite a bit of thinking outside the box. Botanicula is just challenging enough to hold the player’s interest, though not so difficult that it’ll be dismissed before the end of the first level.

 

Botanicula from Amanita Design

Botanicula from Amanita Design

 

The fun, occasionally challenging, game is rounded off nicely by the pretty environments and the soundtrack, varying from calm, relaxation CD type nature sounds to catchy tunes. This is yet another title that is proving that not every game has to be like Call of Duty. If you want to try it out for yourself, it can be purchased here, for only $10 (approximately £6.20).

Game Review: Journey

Journey is a game from indie company ‘thatgamecompany’, the creators of such simple, beautiful offerings as Flower and fl0w. It’s only available on the PlayStation Store, and a single play through will probably take little more than a couple of hours. Some might question its £10 price, for such a short game, but it’s not fair to compare Journey – described on the thatgamecompany website as ‘an interactive parable’ – to more traditional games, or to weigh up its worth by the number of hours it’ll take to play it once from start to finish.

 

Journey from thatgamecompany

Journey from thatgamecompany

 

You start the game, a simple character in a red cloak, atop a sand dune in a vast desert, with no direction other than a brief demonstration of how to move and the backdrop of a mountain looming promisingly in the horizon. Padding softly across the sand, glowing so convincingly in the sunlight that you can almost feel the heat reflected from the surface, you feel drawn towards the mountain, despite being quite free to move off in a different direction.

The only barrier you’ll experience, if you stray quite far from what is to be your eventual goal, will be the soft breeze turning into a strong wind and pushing you back. This gentle limit enables the player to maintain a feeling of absorption in the game.

 

Journey from thatgamecompany

Journey from thatgamecompany

 

As you progress, moving closer to the mountain, you are able to unlock the ability to jump and glide. How far is dependent on the length of your scarf, dependent in turn on the number of glowing symbols you’ve stumbled upon. The actual way you play the game is very simple, but it’s not supposed to be challenging. Instead, it’s supposed to be a journey, one that evokes an emotional response in the player quite unlike what they will have experienced from other games. The story, told through pictures, is deliberately abstract, leaving the player to project their own meaning into it.

 

Journey from thatgamecompany

Journey from thatgamecompany

 

Not far into the game, you may start to meet other players; Journey is meant to be played online, but in a different way than other titles. When you do meet another cloaked figure like yourself, you won’t learn the player’s name, and you won’t be able to speak to them. All you can do is sing, using that to call for them, or express excitement, or fear, conveying a message through the tendency human beings have to share emotions, rather than through words. Reaching the ending with another player is an emotionally powerful moment, one that alone demonstrates why Journey is worth its price.

 

Journey from thatgamecompany

Journey from thatgamecompany

 

With achievements, one of which is gained by returning to the game after a week, Journey’s replay value is boosted But, even without those, you will probably find yourself playing through it again, just for the experience. Beautiful and absorbing, guiding you into a state of calm, unpacking your emotions, playing Journey is almost like a form of meditation. It’s incredibly exciting to see thatgamecompany challenging the prejudices many people have towards games, and showing what the medium is truly capable of.

Game Review: Fez

Fez is an indie Xbox 360 game that is so far removed from the running, jumping, shooting stereotype of a ‘video game’ which seems to exist in the public mind as to be almost a different breed. A platformer based around solving puzzles of a wide variety of difficulties, Fez requires patience, brain power, and – for most people – knowing when to turn to others for advice. A multitude of forums have sprung up online to help people with some of the more brain-achey puzzles hidden in the depths of this rich experience, ranging from complete walkthroughs to gentle hints to encourage the player to reach the ultimate conclusion mostly on their own.

Fez from Polytron Corporation

Fez from Polytron Corporation

At the basic level, however, Fez is simply a game about a guy called Gomez, who finds out that he lives in a three-dimensional world, where everyone and everything else insists there are only two. Villagers blab about the ‘hypothetical’ cube shape, and physics only acts along the horizontal and vertical plains. The players shifts the view left or right to access the four sides of the three-dimensional cube world, bringing platforms together, closing gaps, or making a path for a (stubbornly two-dimensional) bomb to clear the way. It’s difficult to explain in words, but fairly easy to grasp when there’s a controller in your hands. It’s similar to the way games like Echochrome are played, but backed with a brightly-coloured retro-styled game world, with dozens of levels to explore.

Fez from the Polytron Corporation

Fez from the Polytron Corporation

The main objective is to find cubes, get through doors and save the world; fairly basic fare. But it’s the exploration and the hidden secrets the designers have lovingly implemented at deeper and deeper levels that really make the game what it is. Not only are there the 32 normal cubes to find, but there are also 32 far less easily-accessed anti-cubes. There are even codes to decipher. This is not a game that is played entirely with your Xbox 360 controller. You’ll also need a pad of paper, a particular kind of smartphone app, and – probably – discussion with helpful players who’ve been through it already.

Fez from the Polytron Corporation

Fez from the Polytron Corporation

Fez is a game that is reminiscent of a different time, and not only because of the charmingly pixellated graphics and 8-bit soundtrack (which, by the way, has also been discovered to contain its own secrets). For many people, it will have been a long time since they played a game that made them think quite as much. With video games coming under constant criticism from various sectors of society, the existence of games like Fez are a boon to their defence.

FEZ LAUNCH TRAILER from POLYTRON on Vimeo.

At 800 Microsoft Points, Fez is well worth a purchase. What with the multitude of levels to explore, the difficulty of some of the puzzles, and the existence of a ‘New Game Plus’ feature (start a new game with additional benefits), this is a game that should occupy you for many hours, and leave you smugly satisfied when you’ve finally unlocked all that is hidden within.

Fez from the Polytron Corporation

Fez from the Polytron Corporation