PCPOWERPLAY

KNUCKLE SANDWICH

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DEVELOPER ANDREW BROPHY • P RICE TBA knucklesan­dwich.biz

I’m starting to really appreciate games with a tongue-in-cheek approach to genre convention­s. Designers are using humour to connect with, and subvert, nostalgic expectatio­n and, as an oldie, this endears me to the experience. For example, if there’s a difficult battle ahead, a classic game may not have prompted me to save. Modern-me doesn’t have time to replay large swathes of content and expects regular checkpoint­s. What did Knuckle Sandwich do? The diner’s phone rang and it was the bus driver saying, “You know I don’t usually do this, but I thought you might want to save now.”

The kids and I laughed. For them, it was just absurd. For me, this humour has many layers, from the awkwardnes­s of someone calling for a spurious reason, to enjoying that the designer gave me what I wanted in a surprising way. Similarly, the action is much faster paced than in a classic RPG. The opening is about finding and keeping various jobs, characteri­sed by a range of colourful mini-games. Combat involves choosing between a couple of kinaesthet­ic tasks, like hitting a moving target or wiggling the left stick. You can also choose the foetal position which is appropriat­ely disturbing.

The demo ends by revealing why this game is called Knuckle Sandwich which absolutely left me wanting to play more. Again, this was a surprising twist and I like the promise of a game which will refuse to conform to my expectatio­ns. Like how anyone, villain or hero, can die in Game of Thrones. It’s exciting to not know where this journey will go, while trusting that my time and experience will be respected. At one point, I was being asked questions and my character was just scribbling nonsense in response. My kids asked why I was laughing. “Because my answers don’t matter,” I said. They need to play more RPGs.

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