![]() ![]() When I was platforming, I could see where I had been flung across gaps by those magic plants - the spray of colour I left in my wake showed the ghost of my movements. When there were objects that reacted to colour I had toyed with them. I could also read the map to see the moments I worked out how to change colours, or change brush size, or brush shape - it was all laid out. I had started off and coloured pretty much everything. ![]() Cor!Īnd in remembering, it was telling me something about the way I had played. the patches of colour I had laid down, waiting for me. Then I progressed further, and then, inevitably, I returned to the places I had previously been and I saw. So a lot of the early world of the game I left pretty much uncoloured, unless I really had to colour something in. And I am also slapdash by nature and prone to laziness. I have played this game slowly so far, and with big gaps in between. The game is a who's who of the indie world, featuring the developer of Wandersong and the composer of Celeste. And this is the part of Chicory that has properly blown my mind. But for a lot of the time, you can simply paint or not paint. One particularly clever area very early on means you have to colour the ground to reveal secret messages. Sometimes one of the game mechanics will leave a burst of colour somewhere - when you're blowing open those rocks, say. Sometimes, sure, you have to paint a specific thing. All lovely!īut beyond this you have this game world, drained of colour, all black outlines and white spaces, and you're very much free to do what you want with it. You can light up dark caves with swipes of bioluminescent colour. You can fling yourself across gaps by tapping little flowery things with the brush. You can prod explodey things to blast open rocks with bursts of paint. You can paint vines to slide through them, or slip through little gaps. You can use the brush to open up paths in a variety of ways, for example. This allows for a lot of standard action-adventure stuff. You fight bosses and solve puzzles, but you also tackle your own anxiety and feelings of inadequacy - are you right for such a big job? Do you have the gumption and the artistic talent to make it work? You take up the brush and mantle of the Wielder and your quest is to put things right. Snappy! In Chicory, you play a little dog whose world has been drained of colour. Thick black lines, white spaces and - swoon - print halftone with those brisk, stylish rows of dots. And this brings the entire game, and everything in it, all together. ![]()
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