When playing Brendon Chung's short game Thirty Flights of
Loving I can't help but be reminded of the sporadic energy which seemed to
enthuse the early films of Jean-Luc Godard. A florescent mixture of ideas,
influences and oblique storytelling propels this short into a dream-like
state which crosses in an out of playful parody, postmodernist tangles and
artful themes of memory, love and loss. In equal measures it plays out as a
heist, a love story and a dream. Yet at its heart Thirty Flights of Loving remains
a fun and inventive piece of interactive fiction.
Thursday, 27 December 2012
Friday, 23 November 2012
Imagining Dunwall
Dishonored is a
game. Most of us who play computer games regularly (and even those that don't)
are most likely aware of this. It's a game which gives the player control of a
character with the ability to knife people, teleport, possess living beings and
peek at a bathing lady - amongst other things. It has also been widely praised for its breadth
of player freedom; not so much in terms of critical narrative choices (though
there are a few of those too) but within the gameplay itself. Much like it's spiritual
forefathers Deus Ex and Thief, Dishonored lets the player make gameplay decisions for themselves.
Questions such as: "How shall I infiltrate this building?" and:
"Do I want to kill all these people?" are important and actually
answerable by the player. In this respect Dishonored
recalls the playgrounds of late nineties, early 2000s PC gaming; it is a toy
box in which the player can use the toys any way they wish. So there is Dishonored: very much a game. And
then there is Dunwall.
Thursday, 1 November 2012
Review: Deadlight
Here Lies a review I wrote for Critical Gamer about the XBLA (and now available on PC) game Deadlight. Its a mix bag of a game and though I remember shouting bad words at the T.V. quite a few times while playing it I also believe it to be a pretty unique vision of the inevitable zombie apocalypse. Visually stunning and quite scary/tense in places. Check out my thoughts after le break.
A little bit of Halloween - HOME
This represents Halloween |
Halloween past without much of a mention in my house. I've
never been one to celebrate the "holiday"/festival (or whatever it is)
but less so this year I seem to have completely missed it. There were no trick
or treaters tentatively knocking on my door, nor did I watch any scary movies
in an attempt to celebrate the wonderful feeling of being scared. I did
however, without real forethought, end up playing a game.
The Steam Halloween sale saw a few really great deals but my
purchases were pretty limited. The only game I bought which I really wanted to
play was Vampire: The Masquerade -
Bloodlines a game which I missed when it was first released. I also bought Closure - a puzzle based platform game
with what looks like quite an inventive conceit - and Home.
Friday, 26 October 2012
Twitching on the Floor: Hotline Miami
My eyes sting and my hands hang claw-like over the mouse and
keyboard. I have spent the last three or so hours hunched over my glowing
laptop dispensing quick precise death. Or at least for part of the time. The
rest has been taken up with frantic gasps between badly aimed gun shots,
misplaced punches, and strange backward movements which more often than not have
left me leaking florescent red stuff over some indistinguishable hotel
lobby.
Monday, 22 October 2012
Horrible Murdery Game Out Tomorrow
Sooo.... Hotline Miami
is out tomorrow and, though there's loads of other important, life maintaining work
to be done, I'm really looking forward to spending the evening bludgeoning and
being bludgeoned within a sleazy 80s neon malaise (bloody remains apparently
spewed over a post-modern hotel interior).
Sunday, 21 October 2012
Torchlight et al : A Haphazzard Defense of Genre Refinement
I posted a review a
couple of weeks ago on Critical Gamer for Runic Games' RPG sequel Torchlight II. As the review attests it's
a superb action RPG in the vein of Diablo
etc. Despite the much aggrandised looting I actually found the most
exciting and enjoyable aspect of the game to be the combat. This was mostly
down to two things:
1) lots and lots of enemies
2) variety of enemy attack patterns.
So a lot of the time
during combat I was a bit lost amidst the flashing colours; which also left my
puny laptop struggling for breath. But I never felt like my many, many deaths
were unfair; my mortality only ever recalled thanks to me taking my eyes off
the Diablo style health-bubble-thing
for too long. It was a lesson quickly learnt - though also one surprisingly
easy to forget when being pummelled by masses of tentacley djinni-beings.
Wednesday, 29 August 2012
Book Review: Tom Bissell, Extra Lives: Why Video Games Matter
The subtitle to Tom Bissell's book is so ambitiously vague that
it at first appears like something of a moot point when approaching the
cultural history of computer gaming. The lengthy issue of Why Video Games Matter could possibly be segmented and approached
in a veritable spiral of niches and areas of study - culture, technology, art, to
begin with - without ever having to propose to your reader: This is why videogames matter. Such ambitions
therefore seem admirably grand for such a modestly sized book. And yet when
first starting the book it instantly becomes clear that such ambitions - or at
least perceived ambitions - were never really intended.
Saturday, 21 July 2012
GOTW: Alan Wake
Throughout the strange, unbalanced thread of Alan Wake's narrative, the writer, who
gives the game its name, is mockingly referred to as, among others, Stephan
King, Raymond Chandler and, most strangely, James Joyce. Personally I felt more
like Garth Marenghi, but it's Stephan King, and his supernatural thrillers,
whose presence is most heavily felt throughout. Alan Wake exists in that same liminal place inhabited by many of
King's novels - where trashy fiction can be both utter nonsense and kind of
important; kind of profound - well, at the very least genuinely enjoyable. Alan Wake gets away with a great deal
because it seems to know this; it's trashy nature slips into the game as a
whole, leaving memories behind which skitter between pure joy, genuine scares,
ham-fisted acting, awful smiles and a few large holes in which moments of the
game just disappeared into shear ordinariness. But, as with Deadly Premonition - the cracked-out Japanese brother to the more straight-faced
Wake - the game's faults and instability help it to become endearing. It's a
bit messy, but when it hits the mark it does so incredibly well and the messiness
only helps to underline the moments of quality.
Sunday, 8 July 2012
Gaming Report: June
A screenshot from Proteus, showing at Rezzed |
Monday, 2 July 2012
Review: Dark Scavenger
Here's a review of the game Dark Scavenger which was originally published on Critical Gamer earlier this month. Dark Scavenger is made and released by Psydra Games via their website: http://www.darkscavenger.com/ Check it out.
Remember when games
required the player to use their imagination? When places, characters
and whole narrative worlds could be grown from paragraphs of white
text on a monitor? When rudimentary representations were merely
springboards for the player's desire to experience new imaginative
universes? Gamers of a certain age will still be able to fully
recall, and may even still play, primitive graphical and text based
adventure games but for many others (this reviewer included) such
experiences remain vague childhood memories. Psydra Game's
adveture-RPG Dark Scavengers feels like a much needed exercise in
hypnotic regression; an excavation of all those obscure, childhood
adventures of the imagination which many of us lost amidst years of
graphical realism and beautifully rendered interactive worlds.
Friday, 22 June 2012
Game/Cultural Issues of the Week
This
It seems that socio-cultural issues spread like wild fire in game journalism. First it was the issue of violence which found itself most cohesively expressed in the demos of E3 - that now much derided convention/colossus of a sales pitch. Much was said about Usher, dubstep and all round disappointment/bewilderment, but more importantly there has been a general backlash surrounding the fetishistic insistence on violence and realism still dominating the big budget game releases. Then this was coupled with some serious criticism coming from journalists apparently finding themselves agasp at gender issues in mainstream computer games, meaning that there has been some really interesting and heated web-debates going on in computer game journalism.
Wednesday, 6 June 2012
Superbrothers: Swords & Sworcery EP
I've failed this fortnight in writing a 'game of the week', which is a shame because I've actually been playing an awful lot. Unfortunately all this game playing is related to articles so it doesn't seem quite right to use the material elsewhere. The only game which isn't related to an article is The Witcher 2 for 360, which has been fun, but I've only played a few missions so I'm not entirely qualified at the moment to comment. Anyway, here's a review which was previously published by the wonderful website Critical Gamer. Its for Swords & Sworcery for the PC, which is a 'good' game I think. The review is very positive, but be warned that the game, for all its style and uniqueness visually, kind of lacks what the original iOS game had - gameplay. Or at least anything which the average PC gamer would consider had any depth. However the game is lush - so yeah, review over...
Wednesday, 30 May 2012
Getting to Grips With the Games of Dr. Foddy
I first heard of Bennett Foddy's game QWOP via a 'demotivational' poster posted on one of the many meme
sites I incessantly stared at while writing my dissertation last summer. The
image displayed a picture of Modor with a strangely primitive rendition of a
man falling backwards in a running position; the lower text read 'One does not
simply QWOP into Modor'. After chuckling in a confused and self-conscious way I
quickly typed the word 'QWOP' into Google, hoping for a simple answer to my
apparent internet illiteracy. I then spent the rest of the day struggling to
play QWOP, a game in which the player
has the apparently difficult task of making a man run 100 metres.
In many ways QWOP is
simply a funny game in which the basic faculty of running - possibly the most
popular and simple modes of transport either in life or represented in computer
games - becomes a task of immense difficulty. The ridiculousness of the actions
on the part of the game's runner as the player tries to negotiate the utterly different controls generally results in either
fits of hilarity or bewildered frustration, or both. Whereas pressing a
directional arrow had sufficed throughout gaming's history, QWOP forces the player to reacquaint
themselves with the human body as a means of propulsion. The Q and W keys are
assigned to the character's thighs while O and P are the calf muscles. Pressing
these keys causes the character to move each muscle and, hopefully, the body
forwards. Whether this occurs in stiff spasmodic jolts or smooth strides is
really down to the player's familiarity with the control scheme and seeing as
it's a scheme which belies all our collective knowledge of 'how games
work' it generally requires a great deal
of practice.
Friday, 18 May 2012
Game of the Week: Time Gentlemen, Please!
The history of comical pastiche is one of varying success. Family Guy's parody of Star Wars succeed only in being the most
turgidly boring thing ever created by human minds while films such as The Princess Bride and Chinatown showed that, done properly and
with some intelligence, pastiche can be
as good as those which they lampoon and pay tribute. Spaceballs fits somewhere in the middle I guess.
This week's game, Time
Gentlemen, Please!, developed by Size Five (formally Zombie Cow) Games, who
were responsible for Time Gentlemen's
freeware predecessor Ben There, Dan That,
possibly sits a bit higher than Spaceballs
on the scale of Family Guy (-20) to Chinatown (+ 2,000). Despite what I just
wrote please don't be put off by my comparison to Spaceballs (the scale means nothing!), Time Gentlemen is a genuinely funny game which pays great homage to
the classics of the point-and-click genre while also being a clever and
deserving example of it.
Wednesday, 16 May 2012
Freeware Love: PMQs
For some strange reason I've always enjoyed watching Prime
Minister's Questions. There's something alluring about watching the leaders of your
country act like the unadulterated school ground toffs that they are. It's almost
like watching a parody of itself. So what better way to celebrate this strangely
addictive spectator's sport than having a go yourself? PMQs, a game developed by Mark Richards alongside his blog Pixel Politics, allows for just that.
Sunday, 13 May 2012
Game of the Week: Bioshock 2
Finding myself working far more than I'd ever reasonably
want to I thought that a good way to make sure that I continued to write
regularly was to make an easy and accessible way to discuss videogames (for
myself that is). So I hope to suggest a 'game of the week'. This might be a game I'm currently playing or a game which I think is worth talking about - whether its surprisingly good or remarkably bad. Ultimately it allows me to indulge in a bit of creative bankruptcy and also lets me chat about games I like - win, win.
Kicking off this week I want to look at a relatively recent, big
budget game which kind of deserves a bit more credit than it received. It's Bioshock 2 of course! woop! Now the first game, Bioshock 1, is certainly more
worthy of 'classic' status, despite the fact that its plays like a crayon
drawing of System Shock 2, but I personally
think that it's the sequel which has the better gameplay. It might lack the impact of setting which the
first game had, and misses out on having truly insane characters such as Sander
Cohen or Steinmen, but I think Bioshock
2 provided a much more convincing and exciting experience overall.
Monday, 23 April 2012
Ys: The Oath in Felghana
After nearly eight years since its initial release in Japan
for the PC, Ys: The Oath in Felghana has finally received an official
localization in the West thanks to Steam and publisher XSEED Games. This
release isn't exactly the first Western iteration of the game - which appeared
on the PSP a couple of years ago as well as having several fan translations over
the years - but it is no less welcomed and despite the years in interim it
remains an excellent example of an Action-RPG for the PC.
As with Oath in Felghana's release history, so the origin of
the game's content demands a little explanation. This is in fact a remake of
the third Ys game, Ys III: Wanders From Ys, which was released way back in 1989
for several home consoles including the MSX 2 and the Famicom in Japan. The
game had a design similar to The Adventures of Link, which had been released a
couple of years previously, and marked a distinct break (as Zelda II did) from
the staples of the series. Where previous games in the Ys series were more
focused on maze exploration and bashing into enemies from a top-down
perspective, Ys III moved the action to a side-scrolling plane and introduced
platforming elements and even an 'attack'
button (gasp!). The game was also a notable entry into the series for
having a great magic system, memorable boss fights and outstanding music as
well as being, as games generally were back in then, incredibly hard.
Monday, 16 April 2012
3 Notes on Elder Scrolls V: Skyrim
It's been a good few months since Bethesda released the
fifth entry in the consistently epic RPG series, Elder Scrolls. As with many games last year I found that on the
release of Skyrim I had other things
going on and didn't manage pick up a copy, despite being initially very excited.
However, a couple of weeks ago I found myself standing before a reduced price
copy in Tesco, basket in hand, considering the endeavour despite being halfway
through several other games.
I forwent the
opportunity thinking to myself (in faux-rational terms) that I had other things
to do, other games to play. Yet the next evening I found myself driving to
Tesco again, this time with the sole purpose of buying the game. To my dismay
it had sold out! But at this point nothing could stop me. And thus I began the
rather depressing quest of finding a copy of Skyrim at eight in the evening. Basically I drove to the next Tesco
(it was quite far away) and, finally acquiring a copy, ranted it home to start
what I should have started long ago.
Wednesday, 28 March 2012
Cures for the Gaming Blues - Some forthcoming releases
With the recent nonsense surrounding Mass Effect 3 and the
series' indomitable 'fans', my cynicism for big budget games has started to
reach dangerous levels. The blame for this rubbish without doubt falls across
the board as the self-righteous ME fan's
disillusionment is surely only encouraged by the growing incomprehensibility of
the games publishing industry. Crippling DRM and unashamedly flagrant DLC have naturally
worn down gamers and their response seems to have come in the form of
miscalculated rage, which is, I guess, understandable. But with all these
issues now clouding the general excitement and fantasy which game releases once
inspired, it's worth turning to smaller games which, not without grand
ambition, have managed to exist without all the marketing politics which now
plague the colossal budgeted 'AAA' games.
Here are four forthcoming games which are looking pretty inspiring:
Tuesday, 27 March 2012
Dragon's Dogma OXM preview video
From Software's recent
forays into the RPG showed that a little Japanese hardcore-ness can do wonders
for the traditionally Western open-world fantasy RPG. This video from OXM shows
that Capcom's upcoming open-worlder could be similarly invigorating. Seemingly
lacking a fast travel option (this of course doesn't discount the obligatory
mechanic showing up later in the game), there is an overall sense of danger and
atmosphere which, if the Souls games taught us anything, can do wonders when
becoming immersed in a game. The presenter's promise of depth to the 'pawn'
mechanic also sounds great (if the game manages to deliver). I love the idea
that the player will essentially be able to build their own party - if anything
this reminds me more of Balders Gate than Elder Scrolls.
Unlike the Dark Souls, whose open-world was
almost wholly inhabited by baddies, Dragon's Dogma looks a tad more human.
However I am excited by the idea of a truly challenging world to explore - the
woods, while the video shows us little actual exploration, look both inviting
and terrifying. Weirdly I'm most excited by the prospect of being caught short
and having to run through the pitch black night with zombies on my tracks! Its
an exciting propsect for what originally looked like a pretty standard
RPG.
Put simply Dragon's Dogma looks pretty great!
Heres the video courtesy of OXM
Friday, 23 March 2012
Review: Vessel
Here's a review of the excellent Vessel I wrote for the website Rhythm Circus:
The Puzzle-Platformer genre has seen something of a
renaissance in recent years. Thanks to
gaming platforms such as Steam, PSN Store and XBLA, these games have found themselves a suitable home where
they can gain a measure of success outside the money throwing competitions of
the established games industry. Starting from the relatively simple design concept
of the platform game many of these Indie titles have developed far beyond the
realm of simplicity, with devs exploring new aesthetics and experimenting with game
mechanics. Vessel, the first game developed by Strange Loop Games - a small
developer based in Seattle - marks a strong step towards a grander aesthetic within
the genre while still keeping experimentation close to its heart.
Tuesday, 20 March 2012
2 RPGs available to Download
A very quick blog:
I've just found out that two classic RPGs (both with
suitably silly names) are available to download on PC so I thought I'd let everyone
know!
First, which was released yesterday, is Ys: The Oath
Felghana. It's a remake of Ys III in 3D and looked amazing on the PSP version
released a couple of years ago. It's got a pretty standard plot but the gameplay
is brilliant. It's much more action packed then many JRPGs and involves much platforming
and button mashing. Great fun. I think that I'm going to wait for it either to
come down in price - as things tend to do on Steam - or buy it next month. I'm really
looking forward to replaying this game.
The second game, available on GOG, is the under-rated West
meets East turn-based RPG, Anachronox. The turn-based combat was an unlikely model
for an RPG developed by Ion Storm but it works perfectly well. The characters
and story are incredible, the setting
is bizarre and epic, and the dialogue is amazing! This is a game which I
actually kind of forgot about until today, but I'm really looking forward to
re-playing what I remember to be an incredibly fun RPG.
Friday, 24 February 2012
The Good, The Bad, The Jaffe
After nearly a month of sweat, dust and strong whiskey I can finally
hang my boots up and call it a day with Rock Star San Diego's epic Wild Western
Red Dead Redemption. It's been a long
emotional journey across a dynamic and utterly spell binding landscape. The
characters along the way have been just as memorable and the story has not only
been exciting and deep in its own right but has also been a tale shot through
with clever references and knowing nods to the dying West of Peckinpah and
Leone. A thoughtful and exemplary videogame, but one which is also incredibly 'cinematic'.
It's hard not to play this game without noticing the long shadow of cinema
creeping across nearly every facet of Red
Dead. This filmic quality is not a criticism and is partly the reason why
this game is so successful, but it also points out the problems which the game
faces.
It was interesting to listen to David Jaffe's speech at DICE 2012
whilst being in the midst of my romance with Red Dead. Jaffe's talk, whilst slightly meandering, seemed to come
upon something important. What I understood from Jaffe's argument was that game
developers - and publishers - were focusing too much upon telling stories
through the medium and not enough on the mechanics of actual gameplay. So,
while millions of dollars are being ploughed into developing the visual element
of videogames the actual gameplay hasn't actually developed much since the
nineties. While Jaffe's speech may have seemed (as it did to me at first) to
deride videogame story altogether (his off the cuff comments about videogames
being a rubbish story telling medium surely didn't help him), I don't think
this was in fact the purpose of the talk. Instead he seemed to be saying that
games need to focus on developing the gameplay rather than only focusing on the
often non-interactive narrative and visual appearance.
Thursday, 23 February 2012
Gaming Report: Feb and Beyond!
This month, in terms of videogames, has mostly been about
completing Red Dead Redemption. It's
been pretty epic and I'm feeling a bit lost now that it's over - but it had to
be done. My mounting backlog is starting to feel a bit oppressive. Steam is
particularly to blame for me buying unnecessary games. This month I picked up Braid, The Misadventures of P.B. Winterbottom, Freedom Force and its sequel, and Cthulhu Saves The World with Breath
of Death IV. Along with this I reclaimed some old PC games which belonged
to my brother when he was younger. I'm not sure whether they will all work on a
Windows 7 laptop (I'm not sure I want to play them all to be honest - god knows
why he bought Salt Lake Winter Olympics
2002) but there are some real classics here.
I booted up Deus Ex
and that seems to work great - I've got right back into capping fools with the
dart gun. The best of these games are probably: Homeworld: Cataclysm, SWAT3,
Theme Hospital (I don't think this'll
work), GTA3, Outcast and Star Trek: Elite Force. I'm quietly excited
about replaying Elite Force. This was a massive game for me as a kid. I was, to say
the least, a little obsessed with Voyager
and the promise of shooting Borg while cracking wise with Tom Paris was like
a dream come true (in FPS form). If I remember rightly the game was actually pretty
good - which is surprising for a Star
Trek game. Working solely from memory I think there was a good variety of
weapons and enemy types - and I think a half decent story. It was developed by Raven Software too which is promising. Anyway I'm hoping
it'll install and run fine, then I'll report back on how it goes.
With the release of Mass
Effect 3 coming up pretty soon I thought I'd play through the first two
games in an attempt to hype myself up for the third game. I've said this a thousand
times to my increasingly beleaguered friends, but I've never really connected
to the ME series. This always seemed incongruous
to my general interested - Sci-fi, Rpg, Bioware, etc.- so I'm determined to
recap on the series and see whether I enjoy it more another time around. This
is perhaps also an attempt to regain my grip on current game releases. Last
year I found that I inextricably missed some great games when they were first
released. Skyrim slipped past and I
still haven't bought the game or even played a single hour of the 'Game of last
year'. Similarly Portal 2 pasted
without me picking it up, and only with coming of January did I finally buy and
play the game (needless to say it was fantastic). Hopefully by forcing myself
to enjoy Mass Effect I will be able
to jump on Mass Effect 3 and subsequently
feel more contemporary. Unfortunately I also realised that Freespace 1&2 are up on gog.com meaning that my I'm back to the
old. As always too many games, too little spare time (too heavier a conscience).
Freespace 2 |
Thursday, 9 February 2012
Black Mesa Revisited - Re-reviewing Half-Life
Throughout my life as a man (previously a boy) interested in
videogames I have invariably tried to come up with some form of Top Games list
in my head. While this list tends to change with every interesting new game I
play, or every forgotten gem I'm randomly reminded of, one game in particular has tended to stay the
course and has become my go-to answer if I am ever asked. Half-life is a game which I have cemented in my haphazard brain as
a true great. Like Citizen Kane to
the AFI, Half-Life is my inevitable
answer to the question: what is your favourite game? But, the problem with this
answer is that unlike several other personal favourites such as Monkey Island 2, Okami or Thief, I haven't
actually played Half-Life in a very
long time. So when I answer in a suspiciously robotic tone, I am also asking
myself: Is this really the case or am I just avoiding a long period of silence
while I rifle through all the games I've ever played?
The thing is, while Half-Life
is often brought up as an incredibly important game in the history of the
FPS genre - making aesthetic and gameplay innovations which still have
influence now - and is often placed high on published lists, it was also a game
which genuinely had a huge affect on me as a youngster. I was 11 when it was
released in 1998 and with a mind for violence and guns Half-Life struck me as something both visceral and sophisticated. From
the instantly iconic opening I was hooked and became determined to traverse all
the weird puzzles and scatty AI the game could throw at me. I found everything
about it enthralling - the sound of changing weapons, the voice of the HEV
suit, crow baring headcrabs, playing cat and mouse with the military and making
jumps which seemed almost impossible - Half-Life
was a game which enveloped me and many other gamers with its mysterious, labyrinthine
trip through its crumbling research facility. For an awkward young boy Black
Mesa was the place to be. But since my obsession with the game early on in life
I haven't gone back to it for nearly 8 years. So, with the recent purchase of a
working laptop I decided to throw nostalgia to the wind and re-play this
'favourite' game of mine.
Friday, 27 January 2012
Freeware Love: Treasure Adventure Game
They say nothing in life is free. Nothing, that is, except
freeware! Over the years I've downloaded my fair share of free games with often
little to no expectation for satisfying or memorable game play. Once in a while
though you find a game which, whilst developed with a nonexistent budget and
released for free, is in fact as good as any retail game. Games such as Spelunky and Digital: A Love Story proved that freeware games can be deep,
immersive experiences in which production values have no rightful place and
where personal creativity is king. I recently came across a freeware game
called Treasure Adventure Game which
proved to be just such a game.
Tuesday, 17 January 2012
The Tiny Bang Story
I downloaded this quaint puzzler thanks to it being very
cheap on Steam the other day and found it to be enjoyable if a bit too subdued. First of
all the game looks very pretty and its calm, peaceful hand-drawn backdrops perfectly
encapsulate the atmosphere which pervades this very short adventure. This
atmosphere is perhaps best described as a serene daydream. The game's music equally
keeps this sleepy mood up. Plucked guitars, tinkling bells and soft synths make
sure that whilst you solve the game's relatively meagre puzzles you never feel pressured to stay awake. Even the
narrative, which involves you rebuilding a tiny planet after the eponymous Bang shatters it, is utterly devoid of the usual immediacy which games trash their players
with. In fact its quietly refreshing to be able to play a game at your own
pace. There is no urgency to the puzzles and rebuilding the shattered planet seems
to hardly matter to the planet's lethargic population. This means that when
playing the game I was never stressed about puzzle solving and was able to
enjoy experimentation in a relaxed mood.
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