By Thomas G.J. Sharpe
Most Sokoban puzzles can be stripped down to the
simple format of shove item in right order, but various mutations have appeared
in the genre since it’s first incarnations. A reasonable assumption is that the
inspiration for Sokoban would be a sliding or tile puzzle, but changing
properties of items is something that extends the formula from it’s non-digital
roots. Sokobos has colour-changin’, water-crossin’, far-travellin’, and
even tellin’ a story, while its all going on. This is a neat package that is
bigger than it appears, challenging (I own that I am terrible at these sorts of
games), and feels satisfying. Most significantly, the feel of moving Aeschylus
(your character) around has more connection than a casual-retro puzzler it may
appear. There are some fun feedbacks with screen shakes, effective audio, and a
great soundtrack. The writing is strange, bleak, and poignant. I don’t know how
the story ends (as I do not have the abilities to finish this), but the use of
a classic Greek tragedian as the protagonist gives some idea of the tone of Sokobos.
I got sort of connected to the world and it’s dream-like, void-y atmosphere.
There is almost the shards of threat, or something sinister wrapping everything
together.
For dedicated puzzle fans, this could be either just too
familiar or just the ticket, I’m not sure. Not being a frequent visitor of the
pushing-blocks around scene, there was enough to keep me engaged, but was too
frustrating for me to last. I’ve looked longingly at games like Escape Goat,
for example, and wished myself more patience. I found the process much like a
Sudoku, in that it is a process of elimination that had vastly more routes to
eliminate. Sokobos hits enough of a mark to have an impression on its
non-target audience, but did eventually bounce off. An interesting and
effective little game, if you’re down with that sort of thing.
Overall 6/10
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