Saturday, September 1, 2018

Monument Valley review

When I think of video games that I truly enjoy, there are a few unifying elements in my preferences:

1. Beautiful art
2. Puzzle solving
3. Story telling
4. Unique, progressive music and sound design

Often it will be the art presentation that I see in the demos that makes me interested in playing the game.  I like pretty colors, tidy organization, and fantasy environments, and when I see a game that promises these things, I immediately want to try it out.

Of course, this is how Monument Valley, an indie game developed by the London based company ustwo, hooked me as soon as I saw it in the App Store.  Created for iOS devices, the game utilizes the touch screen for manipulating the environment on the screen and guiding the main character through the Escher-like mazes.  As soon as I saw the pretty pastel colors and satisfying game play, I thought "Oh, I have to play this game!"  And so I did.

So, a brief review of "Monument Valley".

As stated above, the art design is beautiful throughout the game.  With a design based on isometric geometry, all of the sets are comprised of uniform-sized blocks, with color gradation schemes varying from level to level, as if the structures are created from stones of a single quarry.  The background usually both contrasts and harmonizes with the structures.  Among the beauty of the pastels is the player-character Ida, in stark white against all of the colors.


One of the most intriguing and enjoyable aspects of the game is the Escher-like impossible objects, created mainly by rotating objects on the screen until they lock into place.  This is made possible through the aforementioned isometric geometry.  Although a pathway may look as if it will end at a certain point, if the screen is rotated, suddenly the block aligns with another block that previously appeared to be one or more units higher than the original.


Gameplay involves manipulating the structure by means of rotational devices, levers, buttons, wheels, exiting and entering doors, and a unique character known as the "Totem" which comes in very useful to Ida when she needs an extra surface to utilize.  Although you are exposed to the entire process of the structure moving according to your directions, the blocks will always lock into place with rather satisfying sound effects (more about that later).  Ida's goal in each scene is to return an platonic solid object to a platform.


Another entertaining aspect of the gameplay is that Ida and the other characters (including the Totem and the cute but obnoxious crows) are able to travel not only on the upper surfaces of each platform, but also on the sides, upside-down, and curves.  This perspective challenges the player to consider each arrangement in a different way, and also to measure Ida's progress based on different strategies.




My favorite level happens to be the "Puzzle Box", which starts with a simple box, but as you open it it reveals multiple rooms and platforms, with Ida traveling between them through doorways.  You had to open the other rooms to find out where she ended up afterwards!


Ultimately the puzzles in themselves are neither too challenging nor frustrating.  They are fairly easy to solve with common sense (or rather reconsideration of common sense) and a little bit of experimentation.  They are very relaxing and satisfying to solve.  Indeed, the only frustrating thing about the game was its short length; immediately after finishing the original release I found myself purchasing the expansion pack, and subsequently Monument Valley 2.


The music, following the theme of the game itself, is exceptionally minimalistic, based on open octaves and perfect fifths with pure synth sounds that kind of float around like the unanchored structures.  Each scene features a different theme, and interweaves perfectly with the sound effects.  Since the music stays within the mid-range frequencies, any significant move in the game (such as discovering a new way in which the structure can be manipulated or revealing a new level or door) will result in a chord which expands both up and down an octave or two, giving a satisfying swell which then dissipates as the character continues the journey.


In addition, each manipulative device, when utilized, has its own characteristic sound effect, such as harp or marimba sounds, which harmonize with the score itself and are always consistent with the position of the blocks on the screen.  This becomes very entertaining when other characters (in particular the Crow People) are independently triggering events by walking over them on the screen, resulting in a symphony of sound effects like a musical score, yet completely randomized.



The music is always symbolic and appropriate, adding to the atmosphere whether it be colorful or somber.  It seamlessly integrates into the surrounding graphics and story.


Overall, I would say I loved this game, and would play it again along with any future installments to the franchise.  If you want a relaxing, beautiful game with a minimalist plot, this is a good game to play.

Gameplay: 9/10
Art: 10/10
Music: 9/10
Story: 8/10
Overall: 9/10


The Gardens Between

Imagine a game in which you can't actually control the characters you are playing - you can only move forwards and backwards in time...