In
Carl Muckenhaupt style, I'll keep on adding to the "
review"
...
I finished the game yesterday. My play style is extremely unrushed, and even moreso for this game, which generously rewards poor gameplay with more opportunities to see beautiful things. I think I clocked about 12 hours on it.
I won't spoil the ending, but as I edged closer to it, I began to worry it would be anti-climactic. The trouble of having one awe-inspiring level after another is that it leaves no way to top what you've seen already. Even some of the rooms that are solely pathways from one challenge to the next dazzle. Intricate cathedrals, sprawling spaces, cuboid trees, 3D kaleidoscopes... it never lets up.
However, I was not disappointed by the ending, which felt in the same spirit as what came before, yet something different.
What I was not prepared for was the sadness that the game was done. After returning to the title screen, the menu offered the "
Continue"
menu option which gave me some hope. This returned me to the point just before winning the game. I hunted around for something extra I'd missed, but ended up with what I call the "
end of summer camp"
feeling. It's still the same place when you're saying goodbye to your friends and packing up to leave. And yet it's not a "
summer camp"
anymore without the purpose and activity.
Replay value? Hmm, not in the typical way for games. I'm looking forward to forgetting the game well enough to enjoy playing it through again from the beginning. And I'm pretty sure I will. It's a masterpiece.
A few more thoughts on the design...
People that love
DROD puzzles may not necessarily love
Manifold Garden. The
DROD sensibility is to show all information needed for a solution at one time.
DROD may require exploration of consequences that are seen through experimenting. But everything's pretty much right there in front of your face.
Much like
Obduction and Cyan titles,
Manifold Garden abounds with puzzles that would be trivial if displayed clearly and completely in one view. Much of the challenge comes from exploring the world in three non-Euclidian dimensions to construct a much simpler puzzle. Once you've modeled the puzzle correctly in your mind, its usually not hard to solve it.
So for example, there is a room with 3 sliding blocks, each with freedom to move in two directions. Getting them to the right configuration is not hard to work out. But the blocks are the size of skyscrapers, and it is a journey just to reach vantage points that allow you to know these three blocks exist and understand their possible movements to achieve a goal. If this traversal wasn't filled with beauty, the task would seem tedious to me.
The puzzles in the game could all have been made harder. But in my imagination, it was not lack of attention that kept them to moderate difficulty. After lots of experience creating puzzles, I know there are many times when it's more work to
reduce difficulty of a puzzle and keep it remaining interesting. While I would have enjoyed DROD-style "
challenges"
or secret rooms to eke out more gameplay, I respect the accessible and generous feel of the game.
Also, maybe there are secret rooms and extra bits that I just wasn't clever enough to locate. I'll have to check on that.
Last thought... (I keep editing this to add more) There is no hint of story in the game. This has its strengths in presenting a unified experience. I am getting the notion that it is better to be all-in with story or all-out. There's a kind of uncanny valley when you put in a tiny bit of story and then leave the rest of the game devoid of it. The original
Deadly Rooms of Death had this problem, and we alleviated it to some extent with
KDD updates.
The Witness is another game in the uncomfortable spot between Story and No-Story, though ultimately I enjoyed all its hints of something larger. In
Manifold Garden, it was probably the right decision to exclude story from a game that already felt like it had heroically bitten off the very most it could chew for an indie studio.
Nobody made a game like this before. Someone please give William Chyr very large buckets of money for his next project.
-Erik
____________________________
The Godkiller - Chapter 1 available now on Steam. It's a DROD-like puzzle adventure game.
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