Baba is You Review – Game-Changer
Baba is You Review – Game-Changer. Much as we ride roller coasters because we like to be frightened, we solve puzzles because we like to be challenged–and the more complex the puzzle, the more satisfied we can expect to be when it’s finally solved. Baba is You has a prodigious capacity for frustration. This deceptively simple-looking indie puzzle game, by Finnish developer Arvi Teikari, swiftly approaches the heights of difficulty scaled by such vexing modern classics as Stephen’s Sausage Roll and The Witness, and shares with those games an uncompromising attitude that isn’t afraid to alienate newcomers intimidated by a challenge. It’s a puzzle game fan’s puzzle game in other words, as grueling as they come. It’s a sharper mind than mine that can make it through its later puzzles without misery. Whatever Baba is You’s shortcomings are, ease isn’t one of them.
Baba is You has an appealing conceit. The basic gameplay resembles an ’80s top-down puzzle title like Sokoban or Adventures of Lolo: you control a kind of sheep or rabbit character called Baba, who moves around a fixed environment, pushes objects, and pursues a goal. But many of the rules that govern the game–including what can be traversed, what can be moved, what’s hazardous, what’s the objective, and even what’s under your command–are represented on screen as blocks of text arranged into phrases that work as commands. These blocks can be manipulated and the phrases rearranged, empowering you to eliminate restrictions, neutralize threats, and redefine the conditions of victory. In this way, the solutions for the puzzles in Baba is You are found through rewriting the terms of each problem.
Most words refer either to things (such as “wall”, “lava”, or “flag”) or to properties of things (such as “stop”, “push”, or “win”). When a thing is connected to a property with the verb “is,” that thing adopts that property, and can be modified with various conjunctions, prepositions, verbs, and adjectives, all of which follow the logic of a programming language.
For example, suppose on a stage “Baba is you,” “flag is win,” and Baba and the flag are on opposite sides of a lake of lava. If “lava is hot” and “Baba is melt,” then Baba can’t pass the lava to reach the flag. But if “lava is push,” you can push the lava out of the way to reach the goal. Better yet, if “lava is you,” you can reach the flag as the lava, leaving Baba behind entirely.
Baba is You is never better than in these moments of sudden realization–when it dawns on you that you can rewrite the rules and change, get rid of, or become the obstacle in your path, allowing you to figure out what can be done to solve a challenging puzzle. Most of these moments occur early on, as you familiarize yourself with the game’s mechanics and start to understand the way that it wants you to approach its puzzles. Baba is You encourages lateral thinking by the nature of its design, and after 15 or 20 stages, you begin to get a feel for its peculiar problems and the oblique strategies they require. The game’s surprises are genuinely delightful, but they are primarily front loaded.
The aesthetic is lo-fi in the extreme, though not without its charms. Its crude lines and simple blocks of color look like a child’s rendition of a NES game in crayon, every letter of the words that make up the commands scrawled in a shaky hand. In later, more complex puzzles, when instructions are crowding the screen and different objects are teeming all around you, scrutinizing this primitive style for clues can feel a bit like looking for codes in an abstract expressionist painting.
Less successful is the music, which is bland, simplistic, and incredibly repetitive. Modeled after retro game soundtracks, it sounds like a poor approximation. It had such an adverse effect on my concentration that it wasn’t long before I muted it and listened to my own music.
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