Table of Contents
This post is my contribution to April Cools' Day!
I'm not usually much of a gamer, but I do enjoy learning new languages (programming and natural) and I definitely like a good puzzle. So two weeks ago, I picked up Chants of Sennaar from the library after hearing about it on Game Makers Toolkit.
I was thoroughly impressed with the game! Here are some of the reasons why.
Language Puzzle Design
The designers clearly put a lot of thought into the languages. Each level of the tower has its own language, and the languages get progressively more difficult (and therefore more interesting) with each level. It's so satisfying to complete a language.
The designers also did a great job of helping you discover the meaning behind each symbol. They give you enough context to figure out the meaning of some symbols, such as a sign with an image or a person speaking while performing an action, while also not hand-holding you through the process. You have the opportunity to work through it on your own and feel clever once you figure out the meaning of a symbol.
I especially liked their use of "Rosetta stones". On each new level, they give you a text written in both the previous language and the new language. This gives you a good head start for learning the new language.
Camera Angles
The camera angles in this game were so well done! This was something I noticed over and over again as I was playing.
The premise of the game is that you are slowly climbing a huge tower, and the perspectives do a great job at conveying how big the tower is. The designers take every opportunity to place the camera far away from the player. The camera is always above the player, and sometimes the view is partially blocked by rafters that appear to be hundreds of meters above the ground.
In addition, there are some shots from the side where the player is extremely small and the buildings feel like they're looming over you.
Environments and Storytelling
Each level of the tower has a distinctive feel to it. The lighting, the architecture, and even the languages themselves contribute to creating an environment that matches the residents and furthers the story.
Example with minor spoilers
The dark purples and reds of the soldiers' fort give a dark and ominous feeling to it, adding to the nerve wracking feeling of having to sneak around. Everything is inside, making it feel like the place is enclosed and protected. In addition, the language symbols are jagged with lots of sharp edges, and the language itself uses very duty-oriented words and gives off a no-nonsense vibe. The soldiers themselves are always acting very serious.Meanwhile, the residence of the bards feels almost like a paradise. It is mainly open spaces, and all the colors are bright and happy. The bards are always laughing or lounging about. Their script reminds me of beautiful, flowy arabic cursive, and the words are very cheerful and positive. "idiot" is one of the few negative words, and it feels very different from "impure" in the soldier script.
Though there are a couple places in the tower that have explicit storytelling elements, a lot of the story is told by the environment and the interactions that you observe. I personally enjoy this kind of story telling.
Conclusion
This game has been lots of fun to play, and I look forward to exploring it more! I haven't finished it yet, but so far, it has been really engaging and intriguing. I'd highly recommend it for anyone looking for a new challenge!