![]() The puzzles and mechanics are clever enough that they would have been fine without the hand-drawn artwork, just as the artwork would have been great on its own. And Gorogoa goes beyond these other games by using this magic so elegantly that it’s in a class of its own. Like Monument Valley, Vignettes, FRAMED, and Splitter Critters before it, Gorogoa evokes a sense of awe, as though it was created not through coding, but through magic. Gorogoa manages to do what so few games can - it’s a work of art, it’s accessible, but it also offers enough of a challenge so it doesn’t feel like the game is playing itself. But it also feels fair, as clues can usually be found in the form of simple pencil sketches if you pay close attention. Each chapter throws new surprises at you that will force you to think in new and creative ways. Even though it’s not a long game once you know all the solutions, it took me several hours to get through it the first time without any help. But on the third chapter, everything gets far more complex and clever. Early on, the chapters are fairly simple and I was worried I’d be through with the game too quickly, since I could see how far along I was based on the fruits I had already. Each chapter ends when he collects a fruit, so you’re not just aimlessly wandering around, solving puzzles. You play as a young boy (or at least you help guide him on his journey) as he learns that he needs to collect five different colored fruits. The game starts off with a strange but beautiful monster stomping through the streets. But there is a clear goal and a sense of symmetry to it. ![]() Without any words, there’s definitely a lot of room for interpretation. ![]() I’m still sorting through the story in my mind and may need to play through the game a few more times in order to truly make sense of it. I also don’t want to spoil any of the the truly surprising elements so you can, well, be surprised by them. There’s lots more to discover, but like I said, describing it doesn’t do it justice. You can even interact with one panel while a different one has some action that’s still playing out. Meanwhile, there are animations that blend seamlessly with all the mechanics. Or use the light source in one panel to ignite a lantern in another. For example, you might need to overlap two doorways to enable travel between the panels. Similarly, a panel might have a cutout or window that can be placed over another panel so the two can combine. Sometimes you’ll move a panel and discover a new one hiding behind it. Often, the puzzles also involve finding the perspectives of two different panels that can fit together, so the protagonist can move between them. When you zoom out, you may discover a bigger scene encompassing the smaller one, expanding farther and farther out until what you thought was everything instead becomes a speck in the distance. So heading down from some clouds might land you on a mountaintop.īut that’s not all. When available, you can also tap arrow icons to move up, down, left or right on a panel. So when you tap on a faint building in the background, you’ll zoom in on the scene to see the building in all its detail. There are hot spots that let you zoom in to a smaller detail in a scene, usually revealing new areas to interact with. Besides dragging the panels around, you can interact with each of them in other ways. If you’re familiar with Loveshack’s FRAMED series, it’s a lot like that. If you’re playing on a touchscreen, interacting with it is as simple as using your finger to drag a panel to a different section of the screen. ![]() At any one time, it can hold up to four hand-drawn panels. The way Gorogoa works is the screen is split into four sections. I don’t know how I can possibly do the game justice explaining its mechanics with words, but since this is a review, I’ll have to do my best.
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