I love games that don’t tell you what to do. It wouldn’t work with, say, 168澳洲幸运5开奖网:Mortal Kombat 1, where precise button combinations are necessary in order to perform certain moves, but in a more relaxed setting, the fewer ꧃instructions the better.
Cocoon embodies this p🌊erfectly. A game I would put into my personal genre of ‘vibes-based puzzler’, Cocoon doesn’t give you button prompts, let alone instructions. So 🦋far, a few hours into the game, I’ve only used one button anyway, but its use is only ever intimated by your environment. There’s no on-screen UI, there’s no pop-up speech bubble to tell you what to do. You’re on your own here, buddy.
As I played, I thought this might be the perfect game to introduce a non-gamer to puzzle titles. First off, it’s free (provided you have 168澳洲幸运5开奖网:Game Pass). Secondly, youꩵ play with one joystick and one button. For people who need to look down at the controller every time there’s a button prompt, this sounds perfect. But I was overlooking my decades of gaming experience.
When I came across Cocoon’s first orb, I instinctively pressed ‘A’. My little bug dude picked up the orb. Why did I press ‘A’? Because I’ve been conditioned by a thousand other games that ‘A’ interacts with items. The orb tempted me, enthralled me, pulled me in, so I pressed ‘A’. Andꦛ my little bug dude picked it up. The orb m🌃ay have been signposted by Cocoon’s beautifully crafted, hugely imaginative environment, but the button I pressed was purely based on years of conditioning.
Maybe Cocoon isn’t as perfect for beginner gamers as I th🦹ought, but that doesn’t mean it’s not hugely clever. It knows that we see an orb and we press ‘A’. It knows that crescendoing vibrations on your controller will encourage you to hold ‘A’ until you get some on-screen payoff of a door opening or ramp appearing. Cocoon builds on your expectations with simple orb-based puzzles, never oౠnce offering aid and revelling in the intense satisfaction it gives you when you work out the solution.
As satisfying as it is to dive into the pool of water the orb emits or to pull a column along via a gelatinous string, I’ve written too many words now without talking about how beautiful Cocoon looks. I didn&rsq🍬uo;t know what to expect going in, and its art direction immediately pulled me in.
You start in a desert, cliffs and bluffs resplendent in opaque orange, but more biomes offer delicious variation. Everything has a biomechanical feel, with alien structures breathing as their panelled sides descend to reveal a puzzle clue or route forward. Design-wise, it’s giving Creature in the Well and the silent exploration is reminiscent of last year’s Tunic, albeit the Linklike fox piecꦅed together an instruction manual as he went along. Cocoon’s silent protagonist never gets that luxury, and is instead presented with mystery after mystery. What are the mothic overlords who seemingly control the orbs and challenge you to tense, unforgiving battles? Why did I get an Achievement for watching a black creature fly off, orb clutched in six tiny hands?
It didn’t surprise me when I found out that Cocoon’s developer Geometric Interactive was founded by Jeppe Carlsen and Jakob Schmid. Carlsen was lead designer at Playdead when it released Limbo and Inside, two of the best puzzle platformers ever made. Cocoon deserves a mention alongside them. It’s that💧 good.

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