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The approach to the puzzle genre can take many different forms , from abstracted block - change over game likeTetristo characterful , in an elaborate way design worlds which absorb the player . Norwegian studio Henchman & Goon ’s mark raw Nintendo Switch co - op gamePodeis by all odds in the latter coterie , with a sumptuous optic design and soothe procedural soundtrack , creating a reposeful experience with only a few occasional challenge spikes .
The two principal characters are the adorable Bulder and Glo , a rock’n’roll - like creature and an Orange River glowing fallen star . While the game can be fully experienced in carbon monoxide - op with one Joy - Con controller , it ’s got some cleverly designed controls for its undivided - player experience as well . Bulder and Glo ’s geometrically basic designs have a range of expressive animation and subdivision movements , despite the fact that they are visually over - simplistic ; this seems to be by option , becausePode ’s environments are contrastingly centre - catching .
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Part of the experience of playingPodeis expose the dissimilar mechanics available to Bulder and Glo , and each degree is structure in such a way as to easy impart mechanical complexities to the character basics . For case , each character has an power mapped to the right trigger which causes them to glow a domain of light . When Bulder does this , switches spark and rock organization swirl out of specific areas , and Glo can apply it to float , oblige plants to grow out of dirt , and illuminate secret painting on walls . There are many different uses and surprising environmental restoration you’re able to summon with these powers , from trigger off move political program and hidden wind - blast seams to some creative teleportation maneuver .
As with everything in the game , though , there is a combinative look . When confine the left Z - trigger , Glo and Bulder will try each other out if severalize , and if you use their abilities simultaneously while they are close together , they radiate a unified incandescence which activates both plant and rock elements at the same time . While most areas start out off count rather plain and polygonal , by the remainder of each spirit level they will be thrive terrarium of bouncing reddened mushroom , yawn hobo camp flowers , and elaborated lattices of quartz watch crystal .
The mystifier aim is quite logical throughout and comparable to interchangeable 3D puzzle - platformers . Although some traversal can be wily or a little bit fiddly , the platforming portions run to be forgiving , making spacial cognizance - type problem resolve more important than immediate reflexes . Even falling off a drop simply causes a eccentric to gamely take a hop back up in a nearby spot , and the absolute darkest the game ever gets is when a graphic symbol approaches the exit to an area alone — they stop over in their track , turn around , and beseech the other to fall in them with a sad wave .

That ’s just one model ofPode ’s wondrous expressiveness , where characters cutely doze off when not in role , wave their arms , and gurgle a pleasant - sound made - up language when awoken or kick downstairs into . It ’s hard not to be entirely drawn into their relationship , and despite the fact that the taradiddle is generally underplayed and minimalist ( Bulder is helping Glo , a diminish headliner , return to the sky ) , there remains a sure-footed and poetic narration about companionship that is thematically vital to the experience .
aid those themes is the soundtrack , which is similarly minimise but creatively hard . The euphony constantly shifts as you meet , subtly sham by the location of the player and what they are doing , and even plunge the sounds of each character ’s melodic language in a manner that feel designed . It ’s hard to say whether the soundtrack itself is memorable or not , but it officiate as part of the secret plan ’s synaesthetic grain and enhances the tranquil experience of playing it , even when you ’re stuck on a mystifier .
While I encounter a few very minor bugs — now and then , one of the characters got stuck behind a piece of the environment — the game has a commodious floor select that is always approachable with a push off the minus push . This method also allow player to retrovert to earlier areas and hunt for out of sight collectable , light painting , or just to essay their helping hand at another puzzler if the current one proves too tax . These considerations to the role player help securePode ’s reposeful tactile property , making even the menu design and options consistent with the unagitated psyche and sensibility of the plot .

Podeis holistically passive and charming , with enough “ a - ha ! ” moments to excite players who savor puzzle game to feel satisfied completing its levels . The real clout , though , is the mesmerizing art design , and the way it slowly absorbs the player into a tactual sensation of serenity . Strangely , that feeling might even feel somewhat compromise by playing alongside another person , make it the unusual guinea pig of being a co - op game that might be comfortably recommended for its individual - player experience .
4.5/5
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Podeis available on the Nintendo Switch eShop today for $ 24.99 .

