I tend to describe Everything as an everything simulator, often to people unfamiliar with simulator video games. My word choice proves unaffective but I don't think that is entirely unintended. I could describe Everything as a treatise on the folk philosophy of Alan Watts but that makes the game seem unattractive and unbearably serious. I, in the end, believe that simulator - a genre often perceived as, on the one hand, a silly disregard for its subject matter and, on the other, a dedication to the fidelity of its models - is ultimately appropriate. Everything is about everything and is as serious and as funny as the subject matter allows.
Panoramical is a work of interactive art about visual and aural orchestration. You adjust parameters in an 18-dimentsional space and transform the landscape of the experience. Experiences I had range from mundanity to awe, from oasis to frenzy, from quaint to spectacle. Different sounds fade in and out and combine and permute in fascinating and exciting ways. The visuals warp and explode with energy. All combine to give the feeling of nature in concert. It reminds me of experimental music and films that aim to create a sense of place first and foremost - so called soundscapes and cinemascapes. Panoramical belongs to this genre but is more of a 'ludoscape'. Its interactivity really allowing the discovery of new sounds to be more surprising.
When thinking about Induction, I'm reminded of how Marc ten Bosch described the puzzles of Miegakure as 4D miracles for 3D beings. I feel Induction is quite the same. Each puzzle of Induction illustrates a unique marvel of travelling through time. And, because of the game's aversion to paradox, the solutions don't feel contrived but feel honest and earned. Did I mention the soundtrack is amazing?
I'm generally not a fan of games where you fight monsters and gain experience but Fidel is no ordinary RPG. The way health is handled feels like a natural addition rather than a trope which is a tricky balance to pull off. And the rogue-like elements are really strong precisely because it treats randomness as integral to the experience. And, of course, you play as a dog.
I've been recently playing several minimalist abstract puzzle games but nothing quite comes close to English Country Tune. Those other games tend to artistically aim for distraction or, if they are more ambitious, insight. Yet, English goes for something more elusive: wonderment. It's puzzles, while difficult, are never about the satisfaction of overcoming adversity. They are about the wonder of discovering something fundamental and true. The feeling I imagine a scientist has when experimenting with nature and observing the universe.
The puzzle game I've been waiting for! A cutesy game with smart and intelligent puzzles. Never make the mistake of underestimating this game. You will be sorry!
I really enjoyed this game. I struggle with depression and this was an interesting way to gauge my experience (and mood) against someone else's. It is also an excellent example of how games are ideal to tackle mental illness because they implicitly deal with issues of agency and metacognition.