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“If you have ever craved a game that is com­pletely dif­fer­ent in style and ex­e­cu­tion then here it is”


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This cu­ri­ously-ti­tled ad­ven­ture is the only game that’s kept us awake at night for quite some con­sid­er­able time. It wasn’t due to ex­ces­sive screen flicker (this is as mel­low as they come) – more the con­cepts it asks you to pon­der and ex­plore, and, ul­ti­mately, try­ing to fathom the thought pro­cesses that lead to many of its stag­ger­ingly di­verse puz­zles. If ever you have craved a game that is com­pletely dif­fer­ent in terms of style and ex­e­cu­tion then here is it, lov­ingly gift-wrapped!

The tale cen­tres around a boy (and later a man) who is chas­ing the epony­mous crea­ture, a hulk­ing beast who is both strik­ingly beau­ti­ful and im­pos­ingly dan­ger­ous. Rum­mag­ing through a cup­board, the boy finds a large bowl that is ideal for hold­ing the five coloured orbs that he in­tends to col­lect and present to the beast to gain its favour. In or­der to col­lect these orbs the boy must pass through time, mem­o­ries and dreams via doors and other

con­nec­tions be­tween pan­els in a 2x2 grid. You can shift these pan­els around, zoom­ing in and out and oc­ca­sion­ally stack­ing or split­ting them to solve puz­zles and re­veal new routes. Although this style of game­play isn’t an in­her­ently new con­cept (we have seen el­e­ments of it be­fore in games like Mon­u­ment Val­ley), Goro­goa ex­e­cutes it in such a way as to feel to­tally fresh and unique – maybe it’s the hand-drawn art and con­sid­ered, evoca­tive an­i­ma­tion, but it works phe­nom­e­nally well.

Ap­par­ently this was orig­i­nally con­ceived as a card game and cer­tain el­e­ments of this still re­main. For ex­am­ple, some im­ages can be sep­a­rated into two lay­ers and an out­line may be left in the cor­ner of one layer that can be matched with an­other frame to help you find a way to progress. You can have up to four frames on­screen and oc­ca­sion­ally you have to shuf­fle them up to get to where you need to be. It’s a bril­liant con­cept that has been im­pec­ca­bly ex­e­cuted.

The vis­ual clues start off be­ing fairly trans­par­ent but they get much sub­tler the fur­ther you progress into the game…

There are only a few hours of game­play to be had and lit­tle rea­son to re­play more than once, but you’ll not for­got Goro­goa in a hurry

With a lim­ited num­ber of ob­jects to zoom in and out of and rooms to pan across, you can some­times just bat­ter your way through a puzzle

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