The world of independently-developed videogames is
a strange one. It’s a market overflowing with any number of budget-level
attempts by amateur developers looking to replicate the look and feel of their
bigger-budgeted inspirations, only (too often) over-lavished with undeserved
praise by critics and fans who know and wish to champion the developers. A
majority of these games typically rely on stylized visuals, a singular game
mechanic and a unique take on in-game physics, most times pilfered from some
unaccredited inspiration from gaming’s past or present. Another common
trait is to have the game emerge from a pre-existing technology or academic
concept, which gives those playing them the added feeling they’re engaged in an
intellectual pursuit, rather than playing a mere game for their enjoyment.
Developed by Austrian-based troupe Broken Rules,
And Yet It Moves neatly follows these rules almost to the letter, yet has the
audacity to offer a thoroughly unique indie-adventure that probably would never
have seen a full retail release in this age of me-too blockbusters and
cookie-cutter sequels. The Wii’s distinct controls and relatively
inexpensive development requirements have made it a favorite among indie
developers to port their products to console gamers hungry for something –
anything – new and innovative. It may earn its indie-cred with pasted
visuals inspired more by impressionist paintings and sketchbook doodles, but
it’s the genre-busting gameplay and utter lack of concern for expectations that
make it so endearing. And best of all, it’s actually fun to play.
Originally released to various PC download services
last year, it makes its entrance onto Nintendo’s WiiWare service in grand style,
complete with dramatically improved controls, more levels, and the same
vertigo-inducing gameplay mechanic that makes it such a compelling experience.
From the original Sonic the Hedgehog to LocoRoco, the concept of full 360-degree
world rotation is hardly a new trick, though it’s hard to believe this gimmick
has never really been applied to a 2D platformer until now.
The game completely eschews any semblance of story
or ongoing narrative, instead focusing its energy on delivering a 2D platforming
experience like never before. You assume the role of a wild-haired
animated sketch boy as he travels across 16 levels of varying design and
paper-like construction and textured locations. Your movements are limited
to moving forward and backward, aided only by your ability to jump; there’s no
grapple, crawl, or simple ledge-climbing to be found anywhere. While this
may sound somewhat simplistic, what’s here is a game-changing mechanic that -
literally - turns this world on its head. You have the power to fully
rotate the world as you like in 360-degrees, reordering the flow of gravity
whenever you like.
The feeling of having complete control over the
direction of the world isn’t unlike playing Super Mario Galaxy for the first
time, although this time you have complete control over the direction and timing
of how and when the world rotates. Obstructing walls soon become floors
and ceilings, while something as simple as leaping off cliffs become quick
lessons in testing your spatial reorganizing skills. Just as with
Nintendo’s gravity-defying plumber, you’re asked to forget 25 years of
platforming conventions and play styles on the fly, as you leave the comfort of
constant perspective behind. Completing some levels is as simple as
turning walls into floors, while others will shake the complacency from your bones, as
a never-ending stream of new ideas and concepts quickly replace the ones you
just learned. Later levels will have you control parallel versions of
yourself (black & white), with the fate of the whole dependent on the survival
of the two.
Mid-level checkpoints come in the form of
transparent versions of yourself and have the secondary role of helping you
navigate these increasingly complex worlds by pointing you in the right
direction. You’ll need all the help you can get, because in this
topsy-turvy world death happens quite a bit - and it’s not just frustrating
falls or splatters you’ll have to contend with. Cut ‘n paste gorillas,
iguanas (?), and even what appears to be a hamster will all thwart your progress
at some time or another, and if you think a little bop to the noggin will
dispatch them, you’ve got another thing coming. As with completing levels,
the key is to think outside the box, taking full advantage of whatever influence
your ability to control the world has to offer. You won’t find much in the
way of suggestions or helpful hints, meaning you’ll have to call upon the
previously unused nether regions of gray matter in your skull to figure out the
best way to put that monkey in his place.
Despite having the ability to tilt and rotate
things as you like, real-world physics and the nagging laws of gravity and
velocity still apply. Leap too far or spend too much ‘hang time’ trying to
salvage an ill-timed jump and you’ll find yourself splatting into confetti with
a spittle-laden ‘skoosh’. Your body is as brittle as the paper it
resembles, so don’t be surprised if you end up intentionally sacrificing
yourself to test the possibilities, as there’s often more than one way to
complete
a level. Thankfully, the checkpoints are never more than a stone’s throw
away and death is little more than a temporary inconvenience.
Perhaps the most substantial upgrade to this
version are the updated controls and gameplay, which have been expanded to allow
full 360-degree rotations, opposed to the limited 90-degree turns in the
original. Not only does this add a greater sense of freedom to solving the
many puzzles, but it also helps transform an interesting gimmick into a great
one, making the game intimately more fun in the process.
The stock control scheme is simply holding the Wii
remote sideways, using the d-pad for movement and using Buttons 1 + 2 for
freezing the world and jumping. Rotation is handled by twisting the remote
(as in New Super Mario Bros. Wii) and typically works very well. Classic
Controller support works exactly like the standard Wii remote, only excising
motion-controls and allocating world rotation to the shoulder buttons.
While adding motion-controls to the turning
mechanic generally works fine, I found the ideal set-up (for me, anyway) was
using both the Wii remote + Nunchuk, which set character movement and jumping to
the Nunchuk and the rest to the Wii remote. This not only allowed me to
use motions to rotate the world (either by twisting the remote or aiming an
onscreen reticule) but also by pressing the d-pad left or right. This is
considerably more precise than turning your wrist and was (for me) necessary to
help navigate some of the sticker moments that required pinpoint accuracy.
The Wii version loses the original’s online ghost
runs and leaderboards, but gains a slew of new features that actually extend its
relatively short playtime (around 3 – 5 hours) with difficulty-increased modes
like Time Trial, Limited Rotations, and even Survival. This version also
features four brand-new levels (upon completing the game) and even more
achievements, which can be used to unlock further modifications to the game’s
controls and options. Given the complexity of the actual adventure itself,
there’s actually quite a bit of bang for your digital buck here.
The game’s unique look was literally assembled from
a range of sources and inspirations (deviantArt gets name-checked in the
credits) and the Wii generally displays this strange pastiche of crumpled paper
and the odd animal JPEG well. Though things do get a bit hectic and
there’s unfortunate slowdown in some of the later levels, this seldom affects
gameplay and is more an annoyance than anything. One chapter that’s
informed by kindergarten-style doodles and bizarre creations is absolutely
mind-blowing in its brilliance, and it might surprise you to learn the sparse,
yet appropriately ambient soundtrack is entirely compromised of sound-effects
and other vocal ‘accomplishments’ by the game’s sound engineer (Christoph,
according to the official website) - entirely Bobby McFerrin-style.
And Yet It Moves for the Wii is a superlative
example of an independently-developed game done right, as it introduces a wholly
unique gameplay concept, exploits it to the fullest, and has the decency to wrap
things up before overextending its welcome. It's a vast improvement over
its PC counterpart, with improved controls, more levels, and a host of new
features that turn a tightly constructed adventure into an endless series of
challenges for obsessive-compulsives. Its vertigo-inducing 360-degree
rotation mechanic makes the platformer exasperatingly fun to learn all over
again and, unlike the majority of celebrated
indie-releases, the developers at Broken Rules had the audacity to craft a
genuinely innovative experience that's the rarest of all things - fun to play.
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