![]() ![]() In both you’re interacting to progress, letting the worlds unfurl in unexpected and wonderful directions, but where Chuchel is warmly comedic, Gorogoa is austere and elegant. In terms of its space in gaming, I’d put it as a counterpoint to something like Amanita’s upcoming surreal puzzle toybox, Chuchel. Gorogoa rewards your persistence with delightful elegant mechanisms. I know that Roberts felt a degree of challenge in finding hidden patterns in Gorogoa was important in creating the sense that they were indeed hidden patterns, but I get the sense that that wouldn’t have extended to outright frustration. The player moves around and stacks tiles of hand drawn art (clearly inspired by comics and graphic novels) and those actions then result in certain animations taking place to tell a story. To solve the puzzle, the player rearranges tiles on a grid, but each tile is also a window into a different part. Gorogoa, on the surface, is merely a puzzle game. ![]() The game is structured around seeing these connections in the world and frustration linked in an interesting way to moments I remember from undergraduate maths classes where you’d catch a glimpse of a universal connection within the abstracted fabric and then lose the thread. Gorogoa is a lovingly hand-illustrated world suspended inside of a unique puzzle. I was actually wondering whether frustration could form an interesting part of Gorogoa in a way that differs from the normal point and click/puzzle game frustration. None of them lasted long, but being able to flow through those segments of the story instead of butting my head against them is adding to the appeal of that second playthrough. I had moments where I simply couldn’t see a connection, or where I’d missed a vital way to change one tile and started to feel that rising tide of irritation. ![]()
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