A few years ago, there was a quiet wave of video games, indie and otherwise, that drew on the existential terror of childhood. Think of Limbo, Inside, Little Nightmares, Among the Sleep, or Brothers: A Tale of Two Sons. These games usually put you in the shoes of a little kid, stuck in a world thatâs too big for them, with very little ability to comprehend whatâs happening.
In recent years, the ethos of âmood over mechanics,â has been admirably championed by Playdeadâs Limbo and Insideâa pair of slow-moving cinematic platformers with wordless protagonists and worlds weighed down with a pervading sense of dread. Somerville, coming from a studio set up by Playdead co-founder Dino Patti, attempts to build on this tradition, and while in some ways it succeeds, creating some incredible spectacles with the help of a distinctive visual style, thereâs a little too much awkwardness to wade through between those moments.
Somerville is a delightful, delectable bite to conclude a year that will be remembered for multicourse meals. We could leave it at that, I suppose. But Iâd like to pull back, one last time, to the gameâs pedigree. Because beyond being an entertaining video game, Somerville carries an unusual amount of game industry significance â or baggage, depending on your angle of approach.
Thereâs a certain looseness to Somervilleâs puzzle design that I really donât care for. Some areas require a lot of simple trial and error to progress, particularly the pursuit and swimming sequences, while others have intended solutions that feel like youâve just brute-forced it. I was stuck on one area for the better part of my weekend, and the answer turned out to be using a winch and cable in a particular way that had never come up before, and never appeared again after that.
Unlike Playdeadâs games, Somerville utilises a unique 3D perspective and a camera thatâs controlled by the game. This means that, as with something like Silent Hill 2, the game decides when to change camera angles for maximum cinematic effect, even though unlike Silent Hill 2 your movement is still largely back and forth across the screen, with some switches to a third-person camera whereupon youâre moving deeper into a given scene (usually reserved for super-dramatic moments where you emerge onto an ocean of blue cubic waves or approach a tribunal of sentient alien monoliths).
I did get through to the end of Somerville, when it gets really bizarre in a way that doesnât feel entirely in step with how it begins, but I mightâve ditched it after the halfway point if I wasnât reviewing it. Itâs a cinematically incredible but mechanically disappointing game, and while itâs short enough that it doesnât overstay its welcome (I cleared it in 6 hours), I did spend maybe half its running time trying to figure out puzzles that were only difficult because I had insufficient information.
If you really like these kinds of cinematic puzzle/action games, Somervilleâs worth an eveningâs entertainment, but it looks a lot better than it plays.
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