The Swapper is a
puzzle game dealing with platforms, lights, and the eponymous device used to
navigate the space station. This game stands out from puzzle platformers mainly
due to its unique art style and mechanics. It quickly turns from being an
interesting game with an eerie atmosphere into a horror story where you feel
isolated from everything else alive in the station.
The game works like this: you control a device called The
Swapper. It allows the user to create a clone of himself that acts dependently.
Whenever you move, the clone moves in the same direction at the same pace. If
you jump, the clone jumps. You can have up to four clones of yourself at one
time, though some puzzles will force you to work with less. The Swapper can
also fire a beam that lets you swap places with your clone, hence the name. Two
simple mechanics that lead into one of the most complicated puzzle games I’ve
played to date.
The
art style astounds me. At first glance it appears to be 3D assets. But upon
reading more about this game, it turns out the environment is made from clay!
Every wall, floor, panel, plant, portal, and block is pure clay. Some parts are
3D modeled such as the player character, but it gives the world this alien appearance.
It makes sense as the station you’re inhabiting is on an alien planet.
Everything appears shaped by hand and warped into an unnatural precision. Lots
of work went into making this game look as great as it does.
Mechanics are introduced steadily to the player. First, you
learn about how to create clones with The Swapper. When making a clone, time
slows down and a red outline of yourself appears as your cursor. Letting go of
the button spawns the clone into existence. Touching the clone with your own
body absorbs it back into you. Walking under white spotlights also eliminates
clones and serves as a quick way to reset a puzzle and try again. Next the
player is taught the idea of swapping with their clones. Simply clicking the
other button fires a white beam at the target and the player trades places with
their clone. The process is instant, but there are some cases in which you may
need to slow down time by preparing to generate a clone before you attempt a
swap. One ill-timed shot can cost you your life, especially if you’re falling
from hundreds of feet up.
Once
players do enough puzzles to get used to the idea of cloning and swapping, the
lights make an appearance. Lights affect The Swapper by limiting its functions.
Players cannot create clones in blue light, but they can still swap places with
any existing clones. In red light, players can create clones, but not swap
places. When the lights combine, they create a violet light which renders The
Swapper useless. The puzzles involving light will require the player to either
turn off certain lights with switches or by finding workarounds to the lights
that stay on permanently.
Gravity adds even more complexity to an already tricky
game. When standing on a white glowing surface, players will swap gravity
depending on which direction the surface is facing. If it’s facing up, gravity
becomes directed from the ceiling. If the surface is pointing down, gravity is
reversed back to the floor. Careful when falling as hitting the ground after
leaping from a high place will kill you. In instances like these, you’ll need
to create a clone of yourself, then swap to it and let your old self plummet to
death.
Four is a peculiar choice for how many clones are allowed
to be used. In every puzzle, you will be using all of them to reach the
solution. In some puzzles, the number of clones you can utilize is limited to
two or three due to needing to have someone stand on switches to open doors to
the puzzles themselves. The developers likely had a lot of ideas for puzzles that
worked with just two clones or three, but ultimately went with four. It may
have been the best choice for the biggest variety of puzzles, plus they knew
they could place limitations on the player if they felt a solution could be
reached too easily with all four clones available. Adding more clones to the
player’s arsenal might have resulted in a much easier game, but the puzzles
could end up being enormous and elaborate in order to warrant the use of all
those extra clones. Four feels like the perfect number to work with.
Throughout the game are terminals that have info on what
happened to the space station. Scientists found some sentient rocks, studied
them, then inadvertently got themselves killed. You and one other person are
the only survivors. As you find more terminals, the game makes you question
identity. What does it mean to be yourself? If you make a clone, are you still
you? Or is the clone you? What are the implications of destroying your own
clones after swapping? The game wants you to ask yourself this, but you can’t
afford to get too attached to the idea of self-preservation. Many of the
puzzles require that you sacrifice your clones in order to succeed. In the end,
there can only be one you.
This is a game that should be on a bucket list. It’s a
prime example of using simple mechanics to design difficult puzzles, it never
gets boring or repetitive, the atmosphere is truly unsettling, and the gameplay
invokes thought. It doesn’t necessarily convey narrative through the puzzles
themselves, but it’s story is told through interacting with the other survivor
and the terminals as well as the Watchers. Good forms of art make you think
about their message. The Swapper
makes you think not only about problems and solutions, but about identity and
what it means to be you.
No comments:
Post a Comment