Bound (PlayStation 4) review"A work of real artistic beauty, let down by lacklustre gameplay and a plot that never quite gets its hooks into you." |
It's rare for a video game to woo me with looks alone, but from the moment I laid eyes on Bound, I knew that I had to play it. The game is a highly stylised, cell-shaded 3-D platformer. The majority of its levels are bathed in the light of a setting or dazzling-white sun, their blocky, pulsating terrains casting pitch-black shadows at every twist and turn. Your character, too, a ballerina referred to only as Princess, moves with a level of style and fluidity seldom seen in games. She arches her back and stretches her calves with catlike grace as she takes a moment to limber up before pattering down a stone staircase—the long, flowing ribbons attached to her wrists trailing behind her. It really is no wonder that Plastic, the game’s Polish developer, chose to make a photo mode available to players right from the outset.
Tasked by her queen—an imposing, extravagantly attired woman who speaks in a slew of chilling, ethereal whispers—with saving her kingdom from an unnamed monster, Bound's ballet-dancing princess sets out to explore a world of precarious platforms and moving tiles that floats above a sea of angry, interminably undulating blocks. Making her way through showers of razor-edged paper planes, fields of wriggling orange tentacles, and fountains that spew balls of crêpe paper fire, the princess' only form of defence is to dance (performed by holding the right trigger for a few seconds) and infuse her ribbons with a protective energy, so that they form a swirling barrier around her.
The princess' transfixing manner of level-traversal aside, the rest is familiar gaming fare: jumps must be cleared; narrow beams tiptoed across; ladders (and Cirque du Soleil-style ribbons) climbed, clung to and leapt from.
It turns out that the light-footed princess we are guiding through this abstract world is not, however, the game’s true protagonist. Rather, as shown through a series of short sequences set on a sandy beach, Bound's balletic platforming acts as a visual representation of the thoughts and memories of a pregnant young woman who is reflecting on a series of illustrations drawn in her scrapbook. Each of the game’s handful of chapters—one per page of the aforementioned book—represents an episode from this unnamed woman’s past, slowly pulling together a tale whose themes, without wanting to give anything away, are rarely explored in video games. Bound's monstrous inhabitants, it soon becomes clear, are intended to represent people from the storyteller’s childhood, suddenly making the actions of said characters—not to mention the cold, callous words occasionally directed at the young princess—all the more impactful.
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Freelance review by Philip Kendall (August 27, 2016)
Writer & video game junkie based in York, England. Read my game-related ramblings and ill-advised political rants on Twitter @otokonomiyaki. |
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