EDGE

The Little Acre

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PC, PS4, Xbox One

This beguiling, short-form, magical-realist adventure from Dublin-based Pewter Games opens with an immediatel­y identifiab­le scene, as bumbling, jobseeking father Aidan attempts to get dressed without waking his daughter Lily. It’s a strong start, serving as an effective introducti­on to the game’s gentle point-andclick puzzles, as well as its rich vein of physical comedy and the warmth of its storytelli­ng. The Little Acre’s lightweigh­t challenge might mean it’s better suited to a younger audience, but any parent will experience a pang of recognitio­n at having to surreptiti­ously retrieve an item of clothing from beneath their slumbering offspring. Granted, we’ve never had to rely on a dog’s halitosis to successful­ly pull off such a delicate operation, but it’s a solid punchline all the same.

What follows is a mostly lightheart­ed piece of whimsy that rattles along at a lively pace. Having set up the father-daughter dynamic, the game quickly establishe­s that Lily’s mother is recently deceased and Aidan’s inventor dad has gone missing. No sooner has he begun his search than he’s spirited away to another world, at which point control shifts to Lily, who must negotiate the tricky task of making her own porridge before hunting for her newly absent father. Meanwhile, her canine protector, the clearly long-suffering Dougal, attempts to first stop her setting fire to the house, and then prevent her from a precarious climb to fetch a fresh bag of porridge oats. It mightn’t sound too thrilling, but it’s a delightful set-piece elevated by sharp writing, robust voice work and wonderful animation. An executive producer credit for Charles Cecil isn’t the only reason Broken Sword comes to mind.

Control switches between the two for the rest of the game, but as the scenes grow shorter and the transition­s more frequent, the narrative becomes a bit fragmented. Solutions to puzzles come quickly: partly because they’re consistent­ly logical, if occasional­ly exacting about timing, but also because you’ll rarely be carrying more than three objects. Given the limited number of interactio­n spots, you’ll only need to try a handful of combinatio­ns before you stumble across the right one.

The stakes are raised in the closing stretch, but the drama is undercut by the story’s brevity. What at first seemed lean starts to feel rushed, and one emotional moment in particular isn’t quite earned: it comes too suddenly, is dealt with too abruptly, and is all but swept under the carpet by the end. Still, while not exactly a vintage point-and-click, this good-natured fable serves its purpose as a calling card for a developer whose talents are in ample evidence. Hopefully, this is a sign of better – and bigger – things to come.

 ??  ?? Most objects are used once and then discarded, but there are a few items you’ll want to retain. This mask, for example, is particular­ly useful for scaring animals, though it doesn’t necessaril­y work on every creature
Most objects are used once and then discarded, but there are a few items you’ll want to retain. This mask, for example, is particular­ly useful for scaring animals, though it doesn’t necessaril­y work on every creature

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