Thomas Was Alone review: Patchy puzzle platforming

Posted on April 21, 2013 at 4:15 pm

The underpinning simplicity of Thomas Was Alone is, for that crucial first half hour, a bit grating. But through the years it expands in complexity and morphs right into a puzzle game that’s pleasant and satisfying, though lacking in eureka moments. By the overall few levels (about three hours in), its challenge plateaus and there’s not quite enough thinking occurring.

It begins as a platformer. The titular hero Thomas (represented by a rather rubbery pink rectangle) must walk, and at last jump, until he reaches a door and proceeds to the following level.

For this opening thirty minutes it feels an excessive amount of like schooltime than recess. Players are taught and re-taught the basics of interactivity similar to walking to the suitable, jumping gaps, descending during the air and diverse mixtures of those elemental manoeuvres.

Designer Mike Bithell might want his game to be as accessible as possible, however the majority of his audience were triple-jumping since 1997.

Speaking of Mario, there’s one element in all of the best platform games that Thomas Was Alone doesn’t carry – depth. Mushroom Kingdom, Green Hill Zone, Kongo Jungle (et al) are blanketed with secrets, diversions and hints for the inquisitive, but Thomas Was Alone prefers to restrict the player in one caged room with just one path to exit. That’s absolutely fine, it clearly doesn’t desire to be Mario, Sonic or Donkey Kong, but these tutorial lessons are too pedestrian for Bithell’s market.

” Imagine an adventure starring the Tetris blocks and you’re pretty warm”

However, keep on and its regimented actions start to repay once the sport ascends in complexity. Thomas is soon joined by other squares and rectangles that carry different attributes. Chris is an orange splodge with short-man syndrome and no real physical talent, while John is a towering skyscraper who can jump like Spider-Man. Claire is a stout square who can swim, while Sarah is an enfeebled jumper who compensates together with her trampoline-like body.

Together this motley crew combine to triumph over challenges that may be impossible for any single character. Meanwhile, the player must remedy the shortcomings of a few squares with the skills of others (this often involves setting characters up as stepping-stones).

Soon enough, this relatively flawed platformer evolves right into a satisfying puzzle game. Imagine an adventure starring the Tetris blocks and you’re pretty warm.

What brings all of it to life is a pretty good script by Bithell and flawless narration by Danny Wallace. The apparent and expressionless shapes, set unlike the vibrant and vivid storytelling, is what makes Thomas Was Alone this type of charming game even during those dreary tutorial levels.

Unfortunately the vast majority of conundrums could be solved at the fly – there isn’t much need for stopping and thinking. Towards the tip there are a few bamboozle moments, and a few excellent gravity-twisting assault courses – but not enough.

There’s also something to claim about Bithell’s choice for minimalist graphics. While simplicity lends itself well to puzzle games (especially ones about spatial distribution), there’s simply not enough to take a look at here while these rectangles slowly haul themselves up another higgledy-piggledy stairway.

While Thomas Was Alone often nods at Valve’s 2007 puzzle-platformer Portal, it doesn’t quite recapture that level-by-level emotional journey from overwhelmed stoner to propulsion mastermind.

It is nevertheless an enthralling and unique addition for your PS3, PS Vita or Steam library – a night-long jaunt that costs in regards to the same as a Burger King meal. It’s cost-efficient, but is it worth a while Type of.

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