Wednesday, March 22, 2017

News:: Double Fine-published GNOG is tactile, satisfying, indie as hell

When I first saw GNOG at IndieCade a few years back, I wasn't quite sure what to make of it. The game reminded me of those Fidget Cubes people seem to like so much -- more of an oddity to poke at than a traditional "game." And that's fine; games have diversified to the point where the definition of "video game" is maybe as broad as it'll ever get. GNOG is really unlike anything I've ever seen, that's commendable at the very least.

(It does remind me of Seaman, though, for reasons I can't quite parse)

Technically, GNOG is a puzzle game, for whatever that's worth. You're manipulating different parts of a big colorful disembodied head in the hopes of, uh, making the head happy? For what GNOG lacks in up-front information, it makes up for in atmosphere and satisfaction. The heads feel like all-ages versions of Playskool toys -- the ones I saw at my PAX East demo were very chunky and tactile.

The game isn't too easy, nor too challenging. Rather, the most direct 1:1 comparison I could make would be the language learning app Duolingo. GNOG seems to be less about puzzles as a thing to "solve" and more about learning to understand what the visual and auditory design is trying to communicate.

Double Fine-published GNOG is tactile, satisfying, indie as hell screenshot

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