It’s daunting if you look at, say, someone else’s terrible description of the game you’ll likely wonder how on earth something like this could ever make sense. You fairly quickly get a sense for what you can drag and what you can’t, what you can overlap and what you can’t, and so on. Once you’ve got the hang of how things work-and have more or less accepted that in this world, everyone is okay with the laws of nature not really existing-then it gets harder, but never to the point where it’s unenjoyably frustrating. Though it doesn’t make much sense spatially, the game eases you into how everything works with a gentle hand. It’s not a long game-you can knock it out in a couple hours if you’re really going for a single sitting-but that doesn’t feel like a fault. In reality, it’s nowhere near a disaster. Oh yeah, and the movable parts of the game don’t really care much for “physics” and all that jazz they’ll go in one door and out another, use stairs in Frame B to walk from Frame A to Frame C, or put stars in lanterns because point-of-view says they can.Ĭonfused yet? It’s okay. You can also dissect some frames, a few of which are partially transparent, in order to rearrange and overlap images to solve the puzzle. The entire game takes place within four tiles, and you can click and drag each frame around to rearrange them within the four tiles. The story, as well as your objective, is told through pictures. You open on some sort of monster just visible between the buildings of a city (reminiscent of some parts of Italy, in a sense) and a child watching it. It’s a short, hand-drawn game with no dialogue and no instructions whatsoever aside from subtle hints as to what exactly you can click. In theory, it sounds like a recipe for disaster. Quite literally, it makes very little sense-but this is one of the very few situations where that’s a great thing. The game defies description, transcending the boundaries of both linear plot and artistic convention. I have never before seen a game that is as clearly a labor a love as Gorogoa is. So comes Gorogoa, a hand-drawn puzzle game designed by Jason Roberts and published by Annapurna Interactive (the same people who published What Remains of Edith Finch, as a matter of fact). Sometimes the best games arrive on the scene not with an explosion of fanfare and convention confetti, but rather with a quiet wave and gentle smile before immediately settling down on the nearest couch.
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