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Grow Home Review

Added: 19.02.2015 21:56 | 0 views | 0 comments

Grow Home took me by surprise--not least because it was announced only a few weeks ago. Grow Home, that announcement said, started as an internal experiment, and stars a charming little robot named BUD, who has to wobble and climb his way up a giant beanstalk and across a series of floating islands. With only this scrap of information, I went into Grow Home not knowing what to think. I came out with several distinctly different, hard to synthesize impressions.

To assess Grow Home in a vacuum is to trip over the compliments that spill forth. The game's colorful island, cute creatures, and the planet's ambient sounds are immediately charming. You explore this world as BUD, a robot on a quest to retrieve seeds for a plant that can re-oxygenate his home world. To do this, BUD climbs the giant "Star Plant" stalk, occasionally taking control of its quick-growing branches and driving them head first into the glowing islands in the sky. The Star Plant sucks out the green glow, and then grows a little bigger. It's all very cute (and a little, uh, phallic).

Make sure to imagine BUD’s worried chirps for the full effect.

Grow Home is a strikingly beautiful game, especially in motion. Everything hums with bright, colorful life. Through its use of cel-shading, low-polygon models, and subtle environmental animation, Grow Home builds a gorgeous, minimalistic style. And then, as the stalk and its branches sprout up through the sky, Grow Home sets that minimalism against overwhelming scale. Beauty is everywhere: You can let your sight linger on the butterflies, or you can look upwards, to the towering Star Plant reaching into the upper atmosphere.

While the environments shine, BUD is the real star attraction. His bobbing head, wide smile, and eager chirps make him lovable, but it's the way he moves through the world that makes controlling him such a joy. BUD's animation is procedural: instead of having the frames of his movement handcrafted by an animator, the developers programmed a system for BUD's limbs to animate according to the player's input. You direct BUD around the world with the left analog stick, using the left and right triggers to control his hands, which can grip anything they touch.

If you prefer the sensory overload of those aforementioned games, you might find yourself disappointed with Grow Home's lack of density. Sometimes you spend a few minutes plotting a course across the sky to a hovering island in the distance, only to find it empty but for a hidden crystal and a small collection of plants. Grow Home does not provide you a screen filled with side objectives and a constant stream of narrative reinforcement: It is happy to let you take your time, to meander, to move at your own pace for the few hours it takes to finish it. And while you might see its "short" length as a negative, it's Grow Home's brevity that lets it shine.

Night time is perfect for hunting down glowing crystals… or for gently gliding around in the moonlight.

No game exists in a vacuum, and sometimes it's hard to confront the contexts that color our experiences, especially when they make us second guess ourselves. Is Grow Home a charming game that's worth your time? Yes. Do I believe this because Grow Home contrasts so sharply with Ubisoft's recent output? Also yes. Yet no matter how prone to cynicism you may be, you shouldn’t let this surprising gem go unnoticed.

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Tags: Mask, Star, With, Grab, While, Also, Hold, Night, Plane



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