Summary

  • The writer highlights three games which asymmetries and narrative quirks, those being Mazeworld, Nix Umbra and Death Of A Wish
  • They are all keen on recreating a ‘carollian’ atmosphere of enigmatic potentiality within an otherwise narratively coherent game
  • The writer then goes on to detail their experience with a new game Nothing Beyond This Point, a top-down metroidvania in which you are a flaming cube surrounded by floating rods, dropped into a pixelart-scuffed void
  • They describe the game’s deliberate ambiguity of environment structure, reassureing fixtures and survival mechanics juxtaposed with genre-familiar activities such as combat and resource management
  • They finish by musing upon what the game might devleop into, whilst hinting that the Steam page perhaps gave some clues within the wording

By Edwin Evans-Thirlwell

Original Article