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Reviews: Ori and the Blind Forest, The Swapper

Game: Ori and the Blind Forest
Recommended price: $10
Metacritic Score: 88
Completion Time: ~8 hours
Buy If You Like: Journey, Metroidvania, Action Platformers

Random gameplay screenshot, or million-dollar painting?

Random gameplay screenshot, or million-dollar painting?

The simplest summary of Ori and the Blind Forest would be “Journey Metroidvania.”

After playing through the equivalent of the opening scene from the movie Up, you are thrust into the controls of Ori, a sort of cat creature as she (?) begins a quest to return life to the Spirit Tree. While the gameplay can be described as Metroidvania, I consider it more along the Action Platformer scale – certainly the majority of the challenge of the game comes from the platforming elements rather than defeating enemies. As you explore the map and solve various platforming puzzles, you eventually unlock additional movement abilities such as Wall Jumping, Double Jumps, Floating, etc, which allows you both access to brand new areas, and new corners of old spaces.

One thing that shocked me while playing was the difficulty. For as lush and beautiful as the game looks, Ori spares no punches with insta-kill mechanics. While the player can create save locations practically anywhere (at the cost of a renewable resource), the onus is on the player to remember to do so. Spend 15 minutes backtracking to grab that HP power-up, only to get squished by a falling stone trap? Well… I hope that power-up is now worth 30 minutes of your time. Indeed, later stages of the game become absurdly difficult with 2-3 minute (or longer) “chase” sequences in which any mistake is punished with death, forcing you to redo the entire sequence. Reminded me of Super Meatboy in that respect.

How I felt playing the game.

How I felt playing the game.

All that being said, though? I absolutely loved my time spent in Ori. The game is a visual feast, the soundtrack amazing, the animation fluid, and the gameplay interesting. Indeed, one of the movement unlocks later in the game – called “Bash,” which was a complete misnomer – single-handedly took the game from good to great in my eyes; the move allows you to grab enemies or projectiles, pause time, and then rocket yourself one direction and the grabbed object in the other. You end up needing to use Bash a lot by the endgame, but it was fun enough that I would play an entire game based around just that mechanic in the way Ori used it.

Highly recommend picking the game up next time a Steam sale or Humble Bundle comes along.

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Game: The Swapper
Recommended price: $5
Metacritic Score: 87
Completion Time: 5 hours
Buy If You Like: Puzzle Games, Unique Premises, Questioning the Nature of the Soul

Original body, I hardly knew ye.

Gazing upon the crumbled remains of myself… and I feel nothing.

The Swapper is one of the more innovative puzzle games I have ever played. Not so much exactly for its puzzle mechanic – you create clones that mimic your actions, like that level in Braid – but the way in which the mechanic is intertwined with the narrative is unparalleled.

Things are mysterious and surreal and dark from the very start, as you make your way from being stranded on a mining colony to back on a seemingly derelict spaceship. In such a setting, finding a gun that creates clones of yourself doesn’t seem that big a deal. Which then leads you to start being a little cavalier with your clones, as you leap off ledges, slow time down to create a clone already standing on the rapidly approaching floor, then “swapping” your soul between the two as your now-empty original self smashes itself to pieces on the bulkhead below. You can do the same thing in reverse, creating a vertical body of soul bridges, each clone creating one more at the height of its vision, with all but the last falling to his/her death, their last moments spent walking in the void, just as you do, towards a door they shall never reach.

The Swapper is precisely the type of game that inspires sentences like the previous one.

It's sad that you can't appreciate exactly how awesome I am in this moment.

It’s sad that you can’t appreciate exactly how awesome I am in this moment.

The puzzles themselves straddle closely the “too clever for their own good” side of the scale, and a few require more reflexes than I thought entirely necessary. The primary impediments are the different colored lights, which impede clone creation, soul swapping, or both. Beyond that, the majority of the time you are creating, killing, and scratching your head over how to arrange clones on the correct floor switches. While it might sound monotonous, again, the overall mood and narrative absolutely sells the entirety of the five-hour game.

Given the above, I must both recommend that The Swapper gets played, but at a discount. It’s worth a spot on your wishlist in time for the next sale.

Review: Journey [PS3]

Game: Journey [PS3]
Recommended price: $20
Metacritic Score: 92
Completion Time: 2-3 hours
Buy If You Like: World peace, Justice, Art, Sand simulators

Seriously, play this game.

Seriously, play this game.

I do not even know where to begin with describing Journey. Perhaps the beginning? That always seems to work for most people.

Journey starts out as (and continues to be) the most impressive sand-simulator I have ever seen. Sliding down the first sand dune instantly transported me back into childhood, or at least as far as Super Mario 64. But Journey is not a platformer; it is an emotion, an experience. One that only gets more and more compelling as the minutes pass.

Describing your mechanical actions as you play the game almost feels like missing the point, but to not mention them would miss the point. Nearly every single thing about Journey is perfectly crafted. You move around with the left analog stick, and can pan the camera by either tilting the PS3 controller or using the right analog stick. In the opening desert-scape, you get some extra fabric added to your avatar’s scarf, which allows you to jump and glide for a few seconds. The only other button used is “O,” which lets out a little “energy chirp” or longer blast if held down.

That is it. There is no UI, no hearts, no power meter (aside from the scarf), nothing to distract you beyond the immensity and immediacy of the moment.

I felt more connected here than in most MMOs.

I felt more connected here than in most MMOs.

After the tutorial “level,” gamers connected to the internet will encounter perhaps the most sublimely executed feature in videogames: another human being. That sounds facetious, until you realize how often games treat other players as competitors, enemies, or judgmental peers desperately trying to foster virtual respect. Your fellow traveler in Journey is exactly that, no more, no less. Except… it is much, much more than that.

Remember when I mentioned the player’s scarf controlling the ability to jump? While there are items scattered around the landscape that add length to said scarf to further increase one’s hang-time, the ability to jump is always limited to how much of a “charge” the scarf has. One can only replenish this charge at certain locations along the map.

Unless, that is, there is another player around. Merely being in close proximity to a player with charge remaining on their scarf, will cause your scarf to recharge to full as they entwine. This is not a draining of power, but rather a creation, a resonance. Similarly, the sort of “energy chirp” players can do will also charge your partner’s scarf if they are in range.

I am spending so much time talking about this because the way Journey fits together as a whole led me to one of the most intimate experiences I have had in videogaming – all without voice, text, or even names. I felt connected to this stranger, as we slid down sand highways and soared above the dunes while alternating our energy chirps. I had a suspicion that my anonymous partner had played this game before, but he or she seemed tolerant of my exploratory inclinations. If they wanted to direct my attention towards something or indicate that we should give up on trying to get that tricky scarf-extension orb, a series of chirps was enough. Of course, as we traveled, I would occasionally chirp to keep up his/her power level, and after a while I think he/she realized what my seemingly random chirping accomplished (and then returned the favor).

There's more than just desert, but seriously, I don't want to lessen the experience.

There’s more than just desert, but seriously, I don’t want to lessen the experience.

I am not going to talk any more about the rest of the game and the environments explored, both to avoid “spoilers” and because the game itself is only 2-3 hours long. But suffice it to say, it’s brilliant. Absolutely, devastatingly, goddamn brilliant. And I haven’t even talked about the music, which is universally praised and adored. And have I mentioned the visuals? I believe I have, but they too are striking and sublime – there were a few moments during Journey at which I seriously considered buying a $150 video capture device solely to take screenshots of this one game.

Sometimes I struggle with these shorter, more artistic games insofar as how much they are really worth. A game like LIMBO can be amazing (and it is), but spending $15 on something you finish in a single sitting? Perhaps I should have waited for a sale there. But with Journey I do feel it is enough of a novel experience to be worth skipping one night out at the movies to play. Not to mention it comes with two other games, although I have not yet played them. Possibly all combined they could make a full MSRP ($30) worth it. Even if it is just Journey though, anything more than a 25% sale means this bundle will be worth it on the strength of Journey alone.

…”Journey alone.” Whatever you do, don’t Journey alone. Christ, I want to play again.