![]() ![]() What’s so impressive is the way it brings in new mechanics in a narrative and gameplay perspective. That may seem pretty rudimentary, but the amount of unique and creative abilities and obstacles that are introduced, keeps it fun and intense to the very last level. It’s in using these abilities in tandem with each other that you solve puzzles and platforming challenges. In the simplest terms, you play as a collection of shapes that are progressively introduced through the levels, each one has different abilities and jump heights. The levels are divided into groups of ten, with each introducing a new set of gameplay mechanics. However “Thomas was Alone” is also a great puzzle platformer in its own right besides the excellent narrative. The ending is really fantastic and hard to forget. It goes to some wild places that first time players probably won’t see coming. However as it goes on, the bigger picture starts to emerge and you learn there’s so much more impact to what you’re doing then it originally seemed. It’s seemingly a simple plot a group of shapes try to escape an unknown prison. By the closing levels, I was deeply sad to say goodbye to this collection of characters I’ve learned to love. Sarah, the tiny rectangle, and Claire, the fat square, are major highlights and had me laughing out loud more than once. Each character is introduced slowly and as they learn to work together, you start to understand and care for each one. As I replayed it for this article, I remembered how completely invested that you get into these cute little shapes. “ Thomas Was Alone” has almost no setting, very little exposition, and its cast is a collection of squares and rectangles, however it is one of the most emotional narrative experiences you can play. Mike Bithell took that concept and ran with it as far as he could, with as little as he could. ![]()
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