Showing posts with label Spelunky. Show all posts
Showing posts with label Spelunky. Show all posts

Friday, January 3, 2014

Games of 2013: Part Four

[Part One] [Part Two] [Part Three] [Part Four]

Spelunky (Mossmouth)
Spelunky just made it onto my list last year. More out of respect than anything, I guess, looking back now. Kind of like my first dabbling with Dark Souls, I don’t think I really truly appreciated Spelunky back when it came out on Xbox Live. I’d learned to appreciate it as a slapstick comedy because that is all I was capable of appreciating it as.
This year, however, when the game made its way to PSN and Windows, I picked it up to play on Vita. It seemed like a perfect portable title to play a little bit here and there. I found myself playing it a bit every night before sleeping, getting better and better at it. Soon, I had surpassed my ability (and score) from the time spent sitting in front of my Xbox.
Significantly, I also started watching livestreams of PC players completing the daily challenge (most notably Jason Killingsworth), and learned all kinds of tricks and secrets I had no knowledge of (Black Markets, Temples, Cities of Gold, Bosses). I learned tricks like how to kill shopkeepers without committing suicide and how to aim bomb throws. Much as with Dark Souls, I felt like I finally got it. 
600 deaths later and I’m still going. Thanks to Sony’s Crossplay, I am playing both on my Vita here-and-there, and again on the big screen through my PS3. I’ve ‘finished’ the game the ‘easy’ way several times, and gotten to Hell several more. I’ve even reached Yama, the final boss at the end of Hell once, but died before I could defeat him. My relationship with Spelunky in 2013 has been nothing like it was in 2012. I feel like I am actually getting somewhere. I feel like, miraculously, like I have learned a whole lot, like I am still learning. 
Douglas Wilson’s breakdown of Bananasaurus Rex’s Eggplant Run is a great piece of games writing from this year I heartily recommend. Joel McPherson made a fascinating bot that records animated gifs of people's deaths and uploads them to tumblr. 

Final Fantasy XII (Square)
Final Fantasy XII is another game I played on release that I’d been feeling the desire to return to for quite some time now. When it was new, it was the first Final Fantasy since I entered the series at VII that I did not play to completion. I gave up because the story made no sense to me. The story made no sense to me not because it was poorly told, but because the game gives you so much other stuff to do that it is so easy to lose track of the intricacies of which made-up pseudo-European-sounding King is from which kingdom. I enjoyed both the story and the stuff, but the two together were incompatible, so I gave up. 
I returned to FFXII not to find out what happens in the story but because I had this striking memory of all that stuff, all the ‘gamey bits’ being incredibly weird. When FFXII came out in 2006, MMORPGs were all the rage and looked, for a time, like the dominant way forward for RPGs generally. This lead to FFXII functioning as a kind of single-player MMORPG. You have guilds and a gazillion sidequests and this kind of battle system that isn’t separate from the world you walk around in. You have all this stuff to do, as though Square were trying to get a monthly subscription fee out of you. Also Final Fantasy XI was an MMO, so I imagine a whole heap of design ideas were carried over from one to the other.
Returning to it now, I find the transparency of FFXII’s design history fascinating. On one layer there is that MMORPG-inspired design, but there is also the clear fingerprints of Yasumi Matsuno threaded throughout the game’s design. Most explicit are the game’s connections to Final Fantasy: Tactics (another of Matsuno’s games) through the use of the same world and species. But there are also connections to Matsuno’s previous work Vagrant Story in both the kind-of-real-time-but-not battle system and the game’s broader visual aesthetics. Most explicitly, the downplayed aura of light when casting magic spells as opposed to the spectacle of other Final Fantasys strikes me as a very personal flourish of Mitsuno’s. 
But also fascinating in the transparent design is everything that went wrong. Matsuno stepped down from his leading role before FFXII was finished, and Square apparently made all sorts of changes that he wasn’t happy with. The license board was something he apparently loathed to see implemented, and it feels bluntly jammed on. More visibly, Balthier is clearly intended as the protagonist before Square decided the game needed a preppy young anime boy for the marketing. The way Vaan seems so hastily jammed into the plot is fascinating. There are several cut-scenes where, in the background, Balthier refers to himself as the leading man. 
Beyond all that, I found the game sincerely enjoyable. The fluidity of the real-time-but-turn-based combat is excellent, effortlessly combining the strategy and mediation of turn-based combat with the stronger rhythms and engagement of real-time. It feels like the developers marched into the cobweb-filled attic of the series’ Active Time Battle and threw out everything that didn’t need to be there. What could be automated is now automated; what needs to be manually controlled can still be. Fighting in FFXII feels like walking in Dear Esther and makes fighting in previous games feel like walking in QWOP. It’s an act of design minimalism pulled off with great elegance. 
Most ingenious of all are the gambits, something I’ve come to appreciate over time, having played too many games with terrible AI-controlled companions. Gambits are a basic programming language used to script your companions. This allows companions to be, at once, automated but also doing what you want them to do. Why click ‘cure’ every time your health gets below 50% when you can just program a companion to heal you if your health goes below 50%? Further, not all gambit conditions are available from the start, but must be bought from Gambit Stores, adding a new level of upgrading. Essentially, gambits allow NPC behaviour to be incorporated into the personalised sense of character building. It feels natural, both streamlined and meaningful. 
I still haven’t finished FFXII—I haven’t even gotten as far as I did when I last played. But by trying to care less about the story that I will inevitably lose track of anyway and more about the design and the systems, I’ve learned to appreciate it on a far deeper level than previously.

Metal Gear Solid 3: Snake Eater (Konami)
First, an explanation for why I have not yet played Metal Gear Solid 3. I missed a whole heap of the glorious Playstation 2 games that came out in 2004 and 2005. Ironically, perhaps, this is because I lived in Japan for all of 2004, and had no access to my game consoles. When I returned to Australia in 2005, I moved out of home and started university, becoming incredibly poor in both time and money. Several years later, my brother gave me a copy of Metal Gear Solid for my birthday, but it was too late. Console generations and game design had moved on and I really struggled to play this strange relic that seemed to age so quickly. So, despite someone who considers himself quite learned in the Metal Gear Solid series, Metal Gear Solid 3 remained a conspicuous hole in my knowledge.
Which, now that I have played it through, I’m amazed I ever allowed that to happen. Metal Gear Solid 3 is, with no mistake, the best realised game in the series. It is the most Metal Gear Solidest of the Metal Gear Solids. It is, on the one hand, the most solid stealth game in the series, with long uninterrupted segments that allow an objective to be approached from a variety of directions and approaches. On the other hand, it is Hideo Kojima at his most self-indulgent and absurd, and simultaneously his most confident and experimental. Entire boss battles can be avoided by shooting a dude in the distance or, simply, not playing the game for a few days. Magic realism emerges far more explicitly than other games in the series as a scar transforms into a snake and slithers off a woman’s body. At one point, Snake dies and travels to the afterworld where he is haunted by every human and animal the player has killed over the course of the game.
It was wonderful, utterly wonderful. I think my favourite thing about Metal Gear Solid 3, and the Metal Gear Solids generally, is that they exist. I want more self-indulgent games by auteurs that don’t know how to edit themselves. It would be a welcomed respite from the waves of utterly depersonalised paint-by-numbers blockbuster games devoid of any personality. When I play Metal Gear Solid 3, I can tell a human being made this game.
I had not played a Metal Gear Solid for quite some time when I played Metal Gear Solid. 3, so I readied myself to approach it a certain way. I readied my body for an experience that was going to be as much about watching cut-scenes and listening to dialogue as it would be moving through environments and menus. I approached Metal Gear Solid 3 on its own terms, and I loved every minute of it.

UN EP (Ian Snyder)
Music and videogames have a long, intimate relationship, as musician/games critic Kirk Hamilton and musician/game designer David Kanaga have both pointed out. The short version: it’s no coincidence that we talk about both music and games as things that are ‘played’. The past few years have seen no shortage of music-based games—not least of all Proteus, created by Kanaga and Ed Key, where the soundscape and the landscape are symbiotically connected. It’s a space ripe with experimentation as developers pick apartand stitch together the feel of games and the rhythm of music. 
One music game from this year that has passed with tragically little fanfare is Ian Snyder’s UN EP. Created as part of Unwinnable’s “Playable” series that teams up developers with writers to create games and writing about said games side-by-side, UN EP is somewhere between a child’s toy and a musician’s scrapbook. Various ‘worlds’ offer unique combinations of visuals and audio, tied to the click or movement of the mouse. There are no goals; there is no ‘point’ beyond the simple pleasure of playing with the game to make wonderful sounds and sights splash before your ears and eyes. But the experience is magical and memorable, and I find myself returning to each of UN EP’s worlds again and again just to touch them, just to hear them.

Katamari Damacy & We Love Katamari (Namco)
Keita Takahashi’s Katamari games suffered the same fate as Metal Gear Solid 3: lost to that same Playstation 2 Golden Age in which I was not buying new games. I discovered a digital copy of Katamari Damacy hiding on the US PSN store and, finally, picked it up. And, man, what an utterly wonderful and delightful game. There’s this sincerity to the game, a full-heartedness, a happiness, and a vibrancy. It’s the kind of game you get when the person making them is more interested in being an artists or a designer than in Making Games™. It is not just a “whacky Japanese game” (indeed, no game really is), but is an incredibly clever and self-aware game that David Surman has aligned with the superflat aesthetic of Takahashi Murakami. 
At the core of each game is that pleasure of getting larger without ever really noticing when exactly you got larger. You go from rolling around a tabletop, bumping into dominoes, to being just large enough to realise that shape looming over you is a sleeping man’s head. Eventually, you are picking up the man and the entire house. You roll around a city, then you pick up the skyscrapers, then you pick up the continent. It is a simple pleasure of shifting dimensions that never gets old.
It’s an ever fluctuating relationship with objects (something Darius Kazemi explores with a great essay). Everyday objects are replicated and distributed across areas they never should be, like Andy Warhol putting soup cans in an art gallery. There’s something calming about all these objects—mundane and mythical, everyday and ecentric—just waiting to be collected, and something even more calming about the bubblewrap-popping sound as you roll each one up.
The vibrant pop aesthetic is crucial to the game’s success, from the bright colours to the campy and teeny attitude of the King to the lively renditions and remixes of the music. Then there is the self-aware sequel, We Love Katamari, that mirrors Takahashi’s own surprise at the success of the original. He made a sequel because people loved the original; the game’s plot is that the King sends the Prince to roll up more Katamari’s because people loved the first game. But this isn’t some overly serious meta-commentary. It’s just flat is-what-it-is sincerity, and it’s lovely. Everything about these games is lovely.

Max Payne 3 (Rockstar)
I’ve come to realise this year, above all else, that I value a game with a clear and consistent aesthetic direction. I care less about what a game is trying to do, and much more about how well it is doing what it is trying to do. It could be trying to make some insightful social commentary, or just be a good action game, or just be a bit of a time waster, but if it does that well, then I really appreciate it. So games where the music, characters, gameplay, user interface, menu colours, sounds, HUD design, every all seem to contribute and reinforce a central aesthetic tone. It’s why Killzone: Mercenary is on this list. It’s why I really love Spec Ops: The Line and The Last of Us. Bulletstorm but not Bioshock: Infinite. Splinter Cell: Conviction with its black/white/red HUD and seeping aesthetic of a broken man, but not Splinter Cell: Blacklist with its HUD of full-colour Playstation buttons and loadouts and Conviction hangovers that seem to have nothing to do with what Blacklist is going for. I am far more interested in the overall tone of a game, how all the bits fit together, than in simply how the ‘core’ game functions.
I realised this when I fell in love with Max Payne 3. It’s not that the story is particularly deep or intelligent, but that the game knows exactly what it wants to be, and it does everything it can to be that. From the drone of Health’s magnificent soundtrack, to the way Max holds his weapons, to the gritty and pointless mundanity of his plight. It’s almost restrained in its commitment to be what it wants to be. 
Most of all, I love the pacing. That slow, snowball build across the levels to the final, almost-but-not-quite redemptive stage in the airport where Max just walks in the front door, knowing full well what he is doing for once. This magnificent pacing is in the little things. It’s in the way Max will walk a few steps automatically after a cut-scene instead of fading to black, stitching cut-scene and action together instead of jarring them apart. It’s in Max’s slowly changing appearance and the constant drone of the music. It’s that slow build across all the levels up to the final moment of the penultimate level where Max kicks a locked door and literally howls “Fuck” before marching into the airport. It’s not until the game’s closing scenes, where Max picks up a grenade launcher and chases a airplane with a car that the game finally lets itself run free from its own constraints. But even then, it doesn’t feel like a lack of self-control but more like a final flourish, like an encore. Like a celebration of itself. Like the developers knew they’d done something magnificent and wanted to let their hair down to celebrate.

I loved it. It’s just such an incredibly well put-together game that tries to do something and just does it. This isn’t a ranked list, but I think Max Payne 3 is my favourite game that I played in 2013. 

[Part One] [Part Two] [Part Three] [Part Four]

Sunday, December 30, 2012

25 Games of 2012: Part One (25-21)

Contents: [Part 1] [Part 2] [Part 3] [Part 4] [Part 5]

GOTY lists! As therapeutic as they are meaningless. On one hand, ranking individual artworks against each other to decide which is better and which is worse is exactly not what criticism is meant to do. On the other hand, looking back over a year of games and trying to summarise why the games that stood out for me did stand out for me is a really interesting and enjoyable writing exercise. It’s a chance to be reflective, to get away from the pressure of having to rush on to talk about the next new release.
The last couple of years now I have written Top 20 lists (this year it has ballooned to a Top 25) of my favourite games of the previous year. But more than just a list of titles next to numbers, I like to spend some time writing about each game, why I care about it and why it has stuck with me. So over the course of this week I will be posting my top 25 games of the year five games at a time so I can spend some time talking about each of them.
The numbers, meanwhile, shouldn’t be read as saying one game is ‘better’ or ‘worse’ than the others. All the games on the following list are exceptional, and many other exceptional games came out this year that are not on this list. Instead, all the ranking represents is the amount that game has resonated with me and stuck with me.
As with previous years, I’ve tried to link to a few memorable articles written about each game, as well as anything I wrote myself. These are far from exhaustive lists, though, and I would love it if you could comment with any other relevant articles that I may have missed.
It’s a bit of cliché to say that this year has been a huge year for videogames, but it’s also entirely true. For the first six months, though, I don’t think I played a single AAA release that really stood out. It was the downloadable titles (especially on Playstation Network and iOS) that stuck with me this year. It wasn’t that there were no good AAA releases; it’s more that the big franchises that did have releases this year were franchises I have no investment in, like Mass Effect. This did give me a chance to catch up on all the 2011 games I never got around to last year, however: Saints Row 3, Rayman Origins, Driver: San Francisco, Dead Island (unfortunately). 
Things changed slightly in the second half of the year, when a few more interesting games were released, and I discovered a few games that had slipped under my radar from earlier in the year. Still, in the 25 games that I’ve chosen to highlight as standout moments of my past year, only four of those are tradition AAA games, and this is something I’m really excited about. Not because AAA is stagnating or dying or anything like that, but because of the strengthening ecology of alternative strands of game development that are maturing around AAA. Sure, ‘indie’ (in its various strands) has been around for quite some time now, but it’s no longer a case of a rare indie/handheld game being able to stand shoulder-to-shoulder with the big AAA games. Now it’s a few AAA games that are able to stand shoulder-to-shoulder with the far more worthwhile indie and handheld games.
But enough rambling. On with Part One of the list!

25. Sound Shapes (Queasy Games)


I’ve always had a soft spot for games that visualise music. As someone who loves listening to music but has absolutely no intellectual understanding of what is happening in the music I enjoy, games like Sound Shapes are excellent because they convey music in a language I understand: games. I can see the things making the sounds on the screen. I can see how they are working together to create a beat and a rhythm. Sound Shapes is particularly interesting to me as it is based on one of the few instruments I actually understand: the Tenori-On. 
All platforming games have an unseen grid mapped over them (or perhaps sitting underneath them). We use this grid to mentally comprehend if Mario is going to make the jump or if he can just sprint right over the gap. In Sound Shapes, this grid also determines pitch and timing. Objects closer to the top of the screen make a higher-pitch note than those close to the bottom. Those to the left of the screen make a sound earlier than those on the right. As I move my little ball avatar across each world, I can see the song coming to life around me.
While most of the stages are entirely acceptable ‘music’, it is Beck’s “Cities” level that succeeds best as a song. As you progress through the dead city, the song works its way through an intro, a first verse, a chorus, a bridge, a second verse, another chorus, and an outro. Even the lyrics fit into the world of the level through platforms that take things very literally. It is the first time I’ve ever not been able to get a videogame level out of my head for days.
However, the very feature that should’ve boosted Sound Shapes’s longevity, it’s custom level creator, is its weakest point. The editor is fiddly, requiring you to choose what sound effects you want before you are able to preview what they sound like. A few good songs have been made, but in the weeks after the game’s release, there was little being shared other than Mario and Final Fantasy covers. I have yet to play the game on my Vita, though, so perhaps the touch screen makes things a bit better. Still, once I had played through the pre-packaged stages a few times each (and Beck’s stages a few times more), I found little reason to return to the game.
I wrote about the living dead cities of Beck’s “Cities” level for Unwinnable’s theme week on cities. Kirk Hamilton also wrote a bit about the same level (it really is the game’s highlight) at Kotaku. 

24. Angry Birds: Star Wars (Rovio)


It’s cool to hate Angry Birds if you’re a slightly older, ‘real’ gamer. It’s everything that’s wrong with our industry. IOS game with micro-transactions, gameplay based largely on luck, endless iterations of the same ideas instead of a complete overhaul, utterly ruthless saturation of merchandise. People see kids wearing Angry Birds t-shirts, holding Angry Birds toys, eating Angry Birds-themed birthday cakes, and they are aghast that Angry Birds to these kids is what Mario was to them twenty years ago.
Of course, this is just like complaining that the music Kids These Days listen to is terrible compared to the stuff you listened to when you were a kid, and it completely misses what is unique and enjoyable and excellent about Angry Birds. It misses that the fact Angry Birds is so easy to play makes it accessible to an incredibly wide range of players who otherwise might never try to play videogames. It misses the fact that not every game has to be based on skill, accessible only to an auteur elite, and that luck-based gameplay can be incredibly satisfying in its own right. It misses the fact that each incremental iteration of the Angry Birds franchise has both refined and advanced the base formula in really interesting ways.
Angry Birds: Star Wars takes the best of the original Angry Birds and the planetoid-slingshotting of Angry Birds: Space and adds a range of entirely new, Star Wars-inspired skills to create a range of new challenges. It is these skills that make Angry Birds: Star Wars is the best realised Angry Birds to date, and well worth the one dollar asking price. Obi-wan's force push, Luke's lightsaber, Han's laser—each is more interesting than any bird's skill in the previous games.
I wrote about Angry Birds: Star Wars for my “Pocket Treasures” column at Unwinnable, musing on how the two franchises don’t really come together so much as Angry Birds completely subsumes Star Wars.

23. Spelunky HD (Mossmouth)


We got off on the wrong foot, Spelunky and I. Now that it was out on Xbox Live Arcade, I was so excited to play and master this game that I had heard so much about it. As someone who typically loves simple yet difficult games like Super Meat Boy or Geometry Wars, I thought Spelunky would be exactly my kind of game. But when I finally played it, it just seemed unfair. How could I master a game that kept changing the playing field on me?
It’s a bit of a taboo to tell someone they played a game wrong (not that that stopped me). But, truly, there is a wrong way to play nearly every videogame. Sure, play any game however you want, but don’t blame the game when you don’t find it enjoyable. Certainly, when I first started playing Spelunky, I was playing it wrong. When I finally learned how to play it correctly, my experience improved considerably. Initially, when I was wanting to approach it like Super Meat Boy, I was hoping to master Spelunky in a way that would mean I could play it with my eyes closed. But this is impossible in Spelunky. The game is capable of screwing you over in all kinds of ways that have nothing to do with your motor skills.
Then I read this piece by Jason Killingsworth and it all made sense. Spelunky isn’t Super Meat Boy; it’s poker. What you have to learn to master in Spelunky is the ability to improvise and cope with the hand you are dealt. Spelunky isn’t about winning or losing. It is about doing the best you can possibly do with this hand, and then dying.
Spelunky was an important reminder to me that how I want to play a game is not necessarily the ‘right’ way. Once I was willing to give a little, once I was willing to meet the game on its terms, I found the bombastic, slapstick comedy I had heard others praise. My deaths no longer felt like a bastard game laughing at me, but a game laughing with me at the unfortunate tribulations of my character. This is permadeath at its funniest. 
Apart from Jason’s great essay, my two favourite articles about Spelunky were both at Unwinnable this year. Gus Mastrapa talks about Spelunky as an acquired taste akin to olives (my own experience seems to say this is an apt metaphor). Meanwhile, Chris Dahlen’s kid keeps sacrificing the babysitter.

22. Cool Pizza (Secret Library)


Cool Pizza is a simple and suave iOS game that drips with style. The slick visuals are full of life, as much in the animations that are bulging with life between their two frames as in the colour palette of black, white, and fluro yellow and pink. For perhaps the first time ever, the tilt controls feel perfectly right, used as they are to tilt a skateboard left and right as your skater chic protagonist just kind of dangles with a “whatever man” apathy. And then you jump and suddenly the skateboard is in her hands and she is unleashing a salvo of hits on monsters that look like rub-on tattoos. 
The gameplay is heavily inspired by Sega’s classic Space Harrier, but is far from a simple clone. The most obvious difference is that your skater is effected by gravity. Keeping her airborne requires you to keep taking out enemies, and a multiplier is added for every monster taken out without touching the ground. 
It’s a simple game that is simply a pleasure to play. The only disappointment is that the game ends rather abruptly, cancelling any desire I have to try to top the leaderboards. With a finite number of enemies in a game, I know from my first missed multiplier that I won’t get a high score, so I give up. If Secret Library were to make an update for an endless play mode, I would probably still be playing Cool Pizza regularly. As it stands, though, I thoroughly enjoyed the time we spent together for a while.
I reviewed Cool Pizza for Unwinnable, and mused over how the game really struck some kind of 90s nostalgic chord for me (and probably an 80s nostalgic chord for those a bit older than me.) 

21. Knytt Underground (Nifflas)


Most people have their Game of the Year lists up in time for Christmas. Personally, I’ve always preferred putting my list up in the first week of January. Really, this is mostly because I am lazy and really don’t want to be writing out a Game of the Year list before Christmas, but it also allows me to catch any games released in December that I might have missed. Nifflas’s Knytt Underground is one such game. This wasn’t immediately obvious, though. I had probably played for a good few hours before I realised just how hooked I was.
Just like Knytt and Knytt Stories before it, Knytt Underground is all about exploration. It is a metroidvania game in the way the world is a series of screens (or rooms) that slowly fill in a grid like map as you explore the world. Though, instead of allowing the world to open up organically in the traditional metroidvania way of finding power-ups and using them to access previously inaccessible pathways (something Knytt Stories did), Knytt Underground makes the curious choice to split the game into chapters, each one resetting the world with a character with different skills.
The first chapter has you play Mi, a sprite capable of climbing vertical walls. In the second chapter you play as a bouncy ball—incapable of climbing, but able to bounce far higher than Mi can jump. These two chapters are really just tutorials to get you accustomed to each character’s skill set before the game really opens up in the third chapter, where you play as Mi, who can now transform into the bouncy ball with a tap of a button. 
And it is about this point, at the start of the third chapter, that you realise you are hooked on this game. It’s at this point that the entire world is suddenly open to you and you don’t know where to go so you go everywhere and before you know it you have discovered over 1000 separate rooms with plenty more to go.
Knytt Underground is all about exploration, but it is not just about exploring a geographical world. You are also exploring for a reason to be here. There is no great info dump telling you how this world functions or what your purpose is. Just like the labyrinthian map, Mi’s purpose becomes clear gradually as you explore the world. So too does the tensions between the worlds various fractions, living in impossible towns spread throughout the world. Underlining the entire game is an exploration of the tension between rational skepticism and ideological faith. The game seems to play as Nifflas’s own back-and-forward musings on the subject as characters explore the strengths and dangers of each. 
The simple exploration is, at times, marred by overly fiddly platforming. This is often needed when trying to reach a hidden item or room. Some challenges take up several rooms, having you climb up a ledge and then transform into a ball in mid-air then land on a blue-plant to shoot horizontally across two screens to land on a yellow plant that will shoot you straight up another three screens. It is well-designed and challenging platforming, but it often seems completely out of place in a game that is otherwise an incredibly slow-burn of just wandering around a world and getting to know it.
One element that must be mentioned about Knytt Underground (but which almost doesn’t need to be mentioned at all) is the lavish, photographic backgrounds. Instead of flat, pixellated backgrounds, Knytt Underground’s world is a silhouette against realistic photographic images of flowers, fruits, mushrooms, trees, clocks. It’s a distinct, surreal, and fascinating stylistic choice and really gives the game a distinct character. An excellent little touch, on the Vita at least, is the ability to make the plants in this background shake by swiping the rear-touchscreen. Sometimes you will do this on purpose, but often it is an accident as your rear-fingers are just trying to find a place to rest, causing a kind of organic rustling of the bushes. It adds little to the game, perhaps, but it is great little flourish and an excellent use of the rear-touchscreen.
You never quite feel like you know what you are doing in Knytt Underground. At least, I don’t yet. I feel like I am perpetually lost and just fortuitously stumbling across the right person or the right item or the right quest. But it is a beautiful and intoxicating world—one I am entirely happy to be lost in.

Contents: [Part 1] [Part 2] [Part 3] [Part 4] [Part 5]