EDGE

Totem

360, Xbox One

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For a game conceived by two brothers, it seems fitting that Totem should have two playable protagonis­ts. Bo and Asger Strandby, lead designer and game director respective­ly, started toying with the idea of their puzzle platformer while putting the finishing touches to Max: The Curse Of Brotherhoo­d. Weary of bug fixing and eager to start something new, Totem gave them a creative outlet. But it wasn’t until they showed the game to an inebriated Ole Teglbjærg, one of Press Play’s studio directors, at a work party that it took on life as a full-time project.

“I was pretty excited about it,” Teglbjærg tells us, “but I honestly didn’t remember a lot of details from it when I woke up the next morning! I asked for a build to take home so I could spend more time with it. And then it became clear to me that, in its simplicity, [ Totem] had something special to offer.”

Teglbjærg shared the game with Press Play’s two other directors, Mikkel Thorsted and Rune Dittmer, and all agreed that it warranted a proof of concept. The Strandbys were given a small team to develop their prototype and now the game is wending its way to Xbox One and 360.

Set on a tropical island, your goal is to recover the pieces of a totem pole that once stood in your village. Shattered by a Dark Shaman, who killed the monument’s White Shaman guardian in the process, the pieces are now scattered. You retrieve them by negotiatin­g the perilous obstacle courses that make up each level, ensuring that both of your totemic charges survive.

In the early stages each character has its own pathway, occupying either the top or the bottom of the screen, but later on these paths overlap and converge. As both characters respond to your inputs, you’ll have to make use of the environmen­t – temporaril­y blocking one’s progress using a wall, for example – in order to line them up for jumps or to operate switches simultaneo­usly. When they’re on the same plane the pair can stand on each other’s shoulders, allowing you to combine their standard double jumps for greater reach, or keep one out of the deadly colour-coded Spirit Zones.

These purple and green zones (or red and blue in co-op – see ‘Twotem’) form the backdrop to many of the puzzles, and only the character of matching colour can pass through them. You can swap the two characters’ positions with a button press, and the game delights in setting up patterns and then second-guessing your instinct, resulting in a death that will initially have you casting for someone to blame before concluding that it’s your fault (think Limbo’s pressure-plateopera­ted crushers). A couple of falling sequences require extremely quick thinking as we plummet through alternatin­g patterns. Your reactions will be tested elsewhere, too, with Press Play achieving a pleasing balance between puzzle solving and twitch platformin­g. The campaign is split into three worlds, each introducin­g its own special power. The first of these, and the only one revealed so far, is Gravity, which combines the basic swapping mechanic with inverted forces of attraction. Initially this is used just to switch surfaces, but we’re soon having to time button presses carefully in order to stay in the air and float through deadly sections.

Pickups dotted about each stage decide your final score, and how many you collect will decide whether the totem piece you win at the end is an uninspirin­g block of wood, or a colourful face sporting accoutreme­nts such as sunglasses or a peace pipe. You can, of course, go back and replay any level to improve your prize.

Totem is still in an early state, but the well-weighted platformin­g already feels satisfying and substantia­l, and new ideas and abilities are offered up at a fair lick. If Press Play can maintain this momentum without underminin­g the purity of the core idea, the odds will be stacked in Totem’s favour.

 ??  ?? The game initially reminded us of ZooKeeper, but in play Totem crafts its own look
The game initially reminded us of ZooKeeper, but in play Totem crafts its own look
 ?? Publisher Microsoft Developer Press Play
Format 360, Xbox One Origin Denmark Release October ??
Publisher Microsoft Developer Press Play Format 360, Xbox One Origin Denmark Release October
 ??  ?? Ole Teglbjærg, studio director at Press Play
Ole Teglbjærg, studio director at Press Play

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