UNRAVEL, A GAME ABOUT A YARN PERSON, TRIES WAY TOO HARD
Unravel
is earnest as a game about a tiny person made of yarn
could be.
The yarn person in question is
named yarny, and he’s perhaps the most mascot-ready character created since the
mid-90s. His head is a red-hued crescent moon, and he has white button eyes
that teeter between lifeless and determined. He’s equal parts adorable and
uncanny, like any good mascot.
Yarny embarks on a journey of
family, living through memories of his owner’s life in order to reclaim knit
charms made out of, i guess, him, presuming that yarny is a male, or even
gender-determined at all. Yarn people are confusing in this way. Unravel works toward sentimentality and resonance on
all fronts, hoping to imbue the running, jumping, and yarn-lassoing of the
gameplay with significance, awe, and a touch of healthy sorrow.
Unravel really
tries. But it doesn’t quite have it. Instead of resonant, it’s mostly
unremarkable. Occasionally frustrating. I didn’t feel much else.
The greatest triumph of unravel, strangely enough, is technological. Published by
electronic arts but developed largely by the independent swedish studio
coldwood interactive, its environments are detailed to an impressive degree.
The levels, which seem to have been very closely based on actual photographs,
are clearly digitally rendered but come as close to photorealism as any game
has.
Playing as the
tiny yarny, these fields, mountains, and train yards feel thick with energy and
detail, sometimes eclipsingly so. Alongside stellar sound design, the art adds
a satisfying tactility to movement and interaction. Leaves crunch like they do
on a fall day. Rocks fall and shift with visual and sonic heft. When you pull
on a tree branch, it creaks as it snaps.
Unfortunately,
coldwood’s achievement only amounts to a backdrop on bog-standard platformer
design. While some stages have themes—a water level, an underground level—each
area amounts to roughly the same set of maneuvers. The gameplay is strictly
2-d: yarny can swing his lasso, jumping from place to place, pulling and
pushing objects in the environment on a quest to move from one side of the
screen to the other. It’s nothing most videogame players haven’t done a dozen
times before.
And even if this
style of play is new to you, or just a welcome familiarity, unravel‘s version is a less-than-perfect realization of its
model. The controls are overly precise, and the fixed camera moves in strange
ways. Frequently, the player has to jump without knowing where they’re jumping
to, which, in a game built around planning and executing complicated
acrobatics, is incredibly frustrating. The striking density of the environments
even work againstunravel here, too; it can be hard to see what parts of
the environment are interactive and which aren’t, foreground and background
blending together.
This would be less
of a problem if the emotional resonanceunravel was going
for didn’t fall flat. As yarny’s journey follows the life and times of a small
family, seen retrospectively from the perspective of the aging mother, the game
works to tug on the player’s heartstrings, trying to communicate sincerely the
vicissitudes of life, aging, and grief. It’s laudable territory for any piece
of art to get into, and certainly an admirable goal for a tiny platformer, butunravel fails to effectively communicate its messages.
Most of the
narrative takes place in fuzzy still-lifes set against the game’s backdrops, or
in photo albums unlocked after beating each stage. Neither method manages to
communicate with any depth or specificity, and as a result the whole affair
feels shallow. The juxtaposition of cute, playful gameplay with serious feeling
seems to be an attempt to conjure the appeal of, say, a pixar film, but it
misses that mark widely.
It’s easy to
generate emotions in the abstract, conjuring scenes that feel sad or nostalgic
in vague, underdetermined ways. But that approach comes off as empty and
saccharine when it’s not coupled with actual emotional honesty or depth. No
attention is paid to character here, or the specific ups and downs of these
people’s lives. They’re just caricatures, blanks in which to put feeling. At
one particularly flat moment, the game takes a turn toward environmentalism,
and yarny is suddenly clamoring over drums of glowing green waste as if the
game had suddenly been bought out by mr. Burns. Tonally, it all falls somewhere
between an after-school special and a hallmark card.
That probably
sounds more biting than i intended it to.unravel isn’t a bad
videogame. It has some mild charm, and it’s one of the most visually stunning
things i’ve seen in a long time. It’s just unremarkable. Which is a pity,
because with the clear passion that went into its development, it’s easy to
picture it being so much more.
UNRAVEL, A GAME ABOUT A YARN PERSON, TRIES WAY TOO HARD
Reviewed by Gersi Rushani
on
2:03:00 PM
Rating: