![]() If you're looking for game-y puzzle design or mechanics in ISLANDS, you're not going to find them. It seems like ISLANDS has a little more faith that its players will engage with its ideas after finishing than other games do, which is refreshing. parking a car, using a vending machine, etc.).īy the end of the experience, don't expect some big, obvious sign to point you at what it all means. You might also notice that each space seems to be one where people might be gathered in public, but only to do something that is usually done in solitude (i.e. I don't want to give much away of the game, but these places (or “non-places”) in ISLANDS mix natural elements with the built environment in a way that is really striking. It's hard not to look at Island and think that it's not conveying a powerful artistic message, though figuring out what it might be could prove a little more difficult. Almost certainly, things will get really weird by the end of your interaction at any given place. ![]() While it doesn't sound like a particularly riveting gameplay experience, the spaces themselves are uncanny in a way that makes watching them react to your inputs and just taking in their presence pretty arresting and even eerie.Įverything in ISLANDS–even the audio–works to set this tone that things are not at all what they seem, even when the scene you're presented with is pretty innocuous. In ISLANDS, players explore a set of ten spaces by rotating and tapping on parts of the environment to interact with them. Instead, it's kind of a surreal, experimental experience that is absolutely gorgeous and strangely moving. It's not exactly the kind of resume you typically see from game developers, but–then again– ISLANDS isn't your typical game. ISLANDS: Non-Places is a game by Carl Burton, who you may know for his awesome gifs or artwork for season two of the Serial podcast.
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