Friday, September 5, 2014

Not A Sandwich: Papo & Yo

When the most controversial episode of Feminist Frequency yet suggested a game at the end, especially a game I already own and haven't played yet, that was all the motivation I needed. So Papo & Yo it is. Right off the bat I'm wondering why they didn't call it Papo y Yo. Because 2/3 of it is already in Spanish. But then again its the minorest of quibbles. Kinda like the quibble I have with Rio Grande River. It's a river sandwich. A big one.

Papo & Yo isn't a sandwich, its a game. A game about a boy named Quico. And a creature named Monster. Set in Quico's dreamworld, Papo & Yo documents the spiritual journey of a boy dealing with an abusive father. Ostensibly the game is supposed to follow the friendship between Quico and Monster exploring together and solving puzzles. Monster will eat frogs and when he does he flies into an uncontrollable rage.

This sounds interesting enough and even before you meet Monster in the game you meet the robot Lula who doubles as a jetpack. As a side note; When is jetpack ever a bad idea? Lula is a great companion, allowing for longer jumps and can flip otherwise unreachable switches. But after this particular high the game fails to establish a rhythm in it's mechanics. This is supposed to be a puzzle platformer, where the most important mechanic is your interactions with Monster. At least all the developer's press material touts it as that. But in reality the puzzles and platforming are a thin veneer over good art and narrative.

There are plenty of mechanics. Like switches that move everything from small blocks, to houses, to entire streets. There are the coconuts and blue coconuts and frogs that all effect Monster differently. But only a few of these ever get fleshed out past introduction. The puzzles are almost invariably linear. Flip this switch then that switch and finally that one, ta-da, puzzle complete advance to the next one. Visually many of the puzzles are quite appealing. One puzzle in particular comes to mind. A sequence of switches cause entire sections of a favela to fold up like a letter allowing you to access an area far above the streets by crossing newly intersecting rooftops. But the puzzle itself is juvenile in its simplicity, not even really a puzzle. It's three sequential switches after you lure Monster into a giant cardboard box with coconuts. In another puzzle the concept of portals in introduced. And while not unique to this game they could have been further explored in the context of wrangling Monster around. But they are only used twice and there are only ever one set at a time.

There are some cool puzzles. One that involves stacking houses into a flexible column is great. In order to get a house to stack you must flip a switch on said house. And not all the houses are immediately accessible. But as you stack more houses you can bend the column towards formerly unreachable houses until finally you have column tall enough to bend across the entire level. There is another puzzle that involves entire sections of a street whirling in the air above a watery pit. In both these puzzles you're required to make a way for both Quico and Monster to reach the level exit. This sadly isn't consistent across all levels. In one level you finally raise a large platform to reach the exit and Monster is magically right behind you as you exit, despite there being no way for him to reach it. At first I wanted to say that this felt like lazy level design. But that isn't fair. I wasn't present for any of the development. It is disappointing none the less. Many of the puzzles felt rushed, half-baked even.

Papo & Yo has an interesting and emotionally engaging narrative. I was overcome with both anger and sadness enough to halt my play session. Over the course of the game Quico and Monster's relationship changes drastically. Monster is unpredictable and dangerous. And, try as he might, Quico is slowly isolated from those few who he comes into contact with. Monster slowly isolates him from everyone. Because Monster only exists to consume. Coconuts, frogs and Quico are what sustains him. As this conflict comes to a head Quico is forced to use himself as bait to Monster's desires. Sacrificing his own safety to sate the endless hunger that is Monster. To place himself between Monster's hunger and all that he cares for. Soon Quico and his Monster come to the end of the path. The Choice. Him or Me. And knowing that Me was the right choice, was always the right choice, doesn't make it any easier to watch as He falls away.

Papo & Yo is a beautiful experiment. An admirable exploration of a new direction in game narrative. It is not perfect. It is flawed, it is broken and difficult at times. It is at odds with itself. Fraught and compromised in it's delivery. But those things it delivers on, it delivers competently. Graphically competent, and emotionally nuanced. My playthrough was worth the price of admission. This game provides a glimpse into where gaming can expand. There is uncharted territory. And any bold venture into that unclaimed space is admirable and inspiring.

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