Sunday, September 25, 2016

Shelter

One thing I haven't talked much about on this blog since its inception is my video game habit, but I am in fact a gamer (PC master race) and every once in a while something pops up that catches my attention.  A bit over a year ago Might & Delight of Stockholm became my new favourite indie developer because they gave me a game that was not only enjoyable but did things that I feel really broke barriers, and some of those barriers are things that might be relevant for this outlet.

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Shelter

Three games comprise the Shelter series, but they all have a few things in common.  Shelter puts you in the shovel-esque paws of a mother badger, beginning underground in her set with her newborn young, which you are charged with feeding, protecting, and leading through a world of hazards ranging from flash floods to forest fires to dreaded birds of prey.  Shelter 2, my personal favourite, has you instead as a mother lynx in a huge, open environment, hunting for your kittens and once more shielding them from predators and the everyday (and perhaps not-so-everyday) risks of being a young animal in a big new world.  Paws is a spin-off of Shelter 2 in which you play not as the mother lynx but as a kitten who has lost their way.  It's more exploration-focused and whimsical, but retains the simple but ironically philosophical outlook.


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Shelter 2

Each game focuses on the interplay between mother and young, and bonds formed through hardship.  Hardly a word is written in the game and there is no dialogue; no humans exist in the Shelter world, but all the same it's almost impossible not to feel a rather intense affection for these furballs you have been charged with, and the resulting blow to the upper-left of your chest when one of them shrieks their dying cry as they're carted off by a fox that you should have noticed, should have caught — but didn't.  To help along this paradoxically meditative and dire plot, each game has extraordinary simple but beautiful acoustic soundtracks and a papier mâché aesthetic.

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Paws: A Shelter 2 Game

To me this visual style immediately struck me as being symbolic of how an animal might view this world that they live in: their sight is not as important to them as their feel of the world, so rather than the game allowing us to focus on each individual detail of each individual leaf, we're instead shown patterns, basic ways of interpreting trees and grass and mountains, even the fur patterns of our character's young.  This, and the lack of UI, and the use of auditory rather than visual cues for many challenges the games present really places the player in the mindset of the animal better than others with quadrupedal protagonists.

Of course the games aren't without their shortcomings, mostly technical, but I didn't want to make this post a full review, simply a recommendation and brief analysis of the feel that the Shelter series invokes as a whole.  I think if there's anyone, gamer or no (because they are very easy games to pick up), has found themselves curious about the simple but brutal world of wild animals, or considered the possibility of seeing existence through the biases of another species, or just wants a game that's simultaneously uncomplicated, challenging, and emotionally trying, do try these out.  They're inexpensive and available on Steam and on GOG.  And next month, a fourth game in the series, Meadow, is in the works and will be released next month.  You can bet I'm looking forward to it.

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