Viewfinder might not have the strongest story, but it underlines how the journey can be even more enjoyable than the destination. It may only come in at between five and eight hours–more when you add in its super-tricky optional challenges and collectibles (like rubber ducks, planets, and mahjong tiles)–but the overall experience will live in your mind for much longer. Sad Owl Studios’ vision is admirable, and its execution is near-perfect. It feels sad to say goodbye, but not because it feels too short. Sad Owl StudiosĪs Viewfinder builds to its final act, it nicely ties together its common themes with a surprisingly emotional punch, all the more impressive given you never see a human during your entire journey. 'Viewfinder' always finds new ways to get inventive. These moments are soon forgotten, as you’ll inevitably get distracted by a barcode forest, a Quake-like castle, a massive Tamagotchi, or a very literal take on Edvard Munch’s “The Scream”. Admittedly, pop-in assets occasionally dampen some illusions, but only because they rely on smooth movement. Transitions are instant and seamless, however destructive you are, and even if you’re filling the landscape with a huge amount of new real estate. Whichever route you take, Viewfinder maintains a smooth and reliable framerate. This is Viewfinder’s greatest asset, because there are numerous ways to complete puzzles, from clever, out-of-the-box thinking to blunt-force, route-one options. While certain sections are lightly guided–for instance, there’s a slight assistance when lining up fragmented images–you’re still free to do what you want, and rarely feel railroaded. The satisfaction when clearing each experiment is truly fulfilling, and you’re constantly rewarded through a nice combination of pacing and structure. I made the mistake of thinking I was some kind of genius by making such great progress, only to be completely and utterly stumped by the very next test–one that was arguably easier than those before it, but a trial that needed very specific logic to solve. Just when you think you’re flying through challenges, you’re stopped in your tracks. 'Viewfinder' lets you choose your own adventure like never before. You’re only ever a quick double-tap of Circle away from reversing any mistake, and you’ll make dozens, even with the best intentions.Ĭombined with photocopiers, batteries, deceptive perspectives, color filters, and the worrying yet beautiful “violet infection”, you learn Viewfinder’s many quirks, even if you don’t learn why they’re there, or what purpose they serve. The trial-and-error approach doesn’t feel dull, simply because Viewfinder breaks rules in ways that games never have before.Īt first, you use pre-printed photos to delete barriers fixed cameras introduce you to making your own images soon, you have your very own Polaroid camera to get creative. In most instances, it introduces you to the basics, lets you apply them in more advanced circumstances, and then gives you ample space to play around to your heart’s content. Unlike Superliminal before it, Viewfinder doesn’t use up its best ideas in its first act, instead pacing them with aplomb. It doesn't take long for things to get weird.
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