The music is not recorded, but is generated in real time by programmed synthesisers, which means there is no repetition. The real connective tissue, however, is the soundtrack, which with its ominous and triumphant synths and alienating sound effects creates a hugely atmospheric soundscape. At the same time, the easily recognisable worlds serve the game's gameplay, as they make it much easier to navigate quickly from world to world and remember which ability belongs to which world. It's a long way from the orange rocky landscape that opens the game to the cold, metallic overworld, but Geometric Interactive's Erwin Kho still manages to tie it all together in a satisfying way. The graphical style is sharply drawn with its distinct worlds, each built around a clearly defined colour palette. Audiovisually, it is also in a class of its own. It could be a shot that needs to travel from one world to another to activate the ability that changes the shape of a material, allowing you to fall through it and reach the point where you need to form a bridge with the ability from the sphere on your back.īut Cocoon is more than just its puzzles. So it's all about choosing the right bullet/ability for the right situation, which is fairly straightforward when you only have one, but becomes downright mind-bending towards the end - especially as some of the more complicated puzzles require you to start an almost domino-like sequence through multiple worlds. For example, your first orb can form bridges in certain places, another gives you the ability to change the shape of a certain material so that it is either solid or liquid, while a third gives you the ability to fire shots that can activate otherwise inaccessible switches and the like. And why would I do that, you might be thinking? Well, each orb has an ability that activates when you put it on your back. The twist is that all dungeons exist in a perfectly formed sphere that you can carry on your back and even bring into other dungeons. In Cocoon, you control your little insect-like explorer through an overworld and a series of dungeons very similar to classic Zelda titles like A Link to the Past. Actually, the premise of the game is simple, but once you dive into the possibilities it brings, it's still breathtaking. Director Jeppe Carlsen, for example, was the lead gameplay designer on both Limbo and Inside, and almost from the first screen you realise that the gameplay is more central to the experience than in those two games. Because with its consistent visual expression, deeply evocative sound design and, not least, exuberantly original gameplay, Cocoon is a very rare experience.Īs mentioned, several leading people from Geometric Interactive have a past at Playdead. Whilst the legacy of Playdead is present, and the influences of Portal and classic 2D Zelda titles in particular can be felt, it would be unfair to dwell too much on the sources of inspiration. But whereas Somerville stayed relatively close to the Playdead formula, Cocoon is much more its own distinctive creature. Last autumn it was Dino Patti's Somerville, and now Jeppe Carlsen's studio Geometric Interactive is ready with their debut game, Cocoon. Given the success of Limbo and especially Inside, it's not surprising that the time is ripe for new projects from Playdead alumni to see the light of day.
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