Every time I think I’ve traveled far, I open a side gate that takes me back to one of the game’s central hubs or arteries. House House has designed a lovely small town, the little stages connecting into an open world reminiscent of, and I know this is silly to say, Dark Souls. Waiting to test friends’ theories, seeing whose solution is wrong and whose is right: very tense!Īnd though it can be slow going waiting for some puzzles to play out, waddling about the world is a delight. Waiting for characters to walk their routes so that I can test a potential solution to a new puzzle: kind of frustrating. It has a winning art style, and the piano, which reacts to the goose’s every moment, scores each scene like a Chaplin routine. However, the game is enormously fun with a group of friends. And that notebook itself can feel a little confining, often repeating similar challenges. Other times I used it because I’d gotten stuck in the world’s geometry, trapped on the wrong side of a fence, unable to complete my notebook of mischief. Sometimes I used this to get a fresh start on a puzzle, to see it with clear eyes. The game includes a reset button, undoing the chaos. The hours of Untitled Goose Game I’ve played, like the game’s title, feel a bit unfinished. I’m not solving puzzles so much as I’m solving their creators. The comparison that comes to mind the more I play Untitled Goose Game is the adventure genre of the 1980s and early 1990s, which includes many games that at the time were very charming and funny, but today, feel a little rigid, like the actual challenge is trying to parse what the designer thinks is witty and wry. While my goose is adorable, he’s not particularly skilled in the arts of espionage. It’s that, compared to the competition, it’s all a bit too simple. It’s not that Untitled Goose Game needs senseless acts of killing and splashes of human viscera to compete with other games. By comparison, Untitled Goose Game has me waiting for a groundskeeper to check on some veggies so I can filch his keys. In a Hitman game, I might steal a waiter’s disguise to enter a restaurant’s kitchen, where I can spill oil so that my mark, on their way to the restroom, slips into a deep fryer. In so many stealth games, this second bucket would contain the murder missions, in which I must first figure out what the game wants me to do, then wait patiently for a chance to test my theory, and then either succeed, repeat the test in case of human error, or try a new theory. House House has done an admirable job coming up with dozens of things for a goose to do with its limited abilities, though most fit into two traditional stealth genre buckets.īucket one: I sneak into a guarded zone (like an outdoor shopping area overseen by a clerk) and sneak out undetected with any number of items.īucket two: I wait for a character to complete their endlessly looping routine so that I can drop a bucket on their head at the right moment - or whatever other trouble I’d like to cause that relies on getting an unsuspecting victim to be in the right place at the right time (or in their case, the wrong time). As the goose, I squat, flap my wings, waddle, bite, and honk, the latter being particularly good at startling folks when they’re trying to sip a cup of tea on the patio or throw a dart at the pub. Please forgive my Britishisms, but the game was made in Melbourne and the vibe is distinctly United Kingdom, favoring pratfalls and slapstick in the mode of Mr.
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