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POSTED
6/11/13
PROTEUS
Curve Studios
Vita/PSN + PS3/PSN
Sometimes when you lose your way, you find yourself. Sometimes when
you find yourself, you’re still really bloody lost.
It doesn’t
matter in Proteus, for which the term ‘game’ can only be
applied with a maximum quantity of loosely. Very loosely. Looser
than a stick figure hippie’s Pavarotti-proportioned kaftan. Man.
While it sounds like the epitome of wank to label an entertainment
like this an ‘experience’, it really is. Imagine Flower,
but without any semblance of game-like point, crossed with the
aimless parts of Journey,
the colour palette of another experiential distraction in Keita
Takahashi’s magical Noby Noby Boy, the blockiness of
Minecraft (or any 8-bit system if you’re an oldie) and the
graphical oomph of, erm, Zarch/Virus from Dave
Braben back in the 1980s.
You’re plopped on a – we hesitate
to say randomly-generated, as we think there may be some locational
trickery at play - island. You’re given no instructions. Instinct
soon kicks in. The left stick allows you to trundle about, the right
allows you to take in the sights. These may be anything from rock
circles to random buildings or big tower-like structures. They could
also be flora or fauna – the latter of which might be chickens,
frograbbits (it’s all too blocky to make the distinction) or just weird
moving Duploesque blobby things.
You’ll experience (there’s
that word again) seasonal change, weather veering from sunniness to
raininess to snowiness. Depending upon your vibe you’ll either
wonder “WTF?” and get angsty, or just go with the flow and chill.
You see, there really is no point to Proteus, except
perhaps to take a break and just lollop about your own island,
bigger than you, floating along to music that makes The Orb sound
hardcore and gently absorbing soothing visuals.
If that
sounds appealing then get lost.
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CLICK
THIS!
CLICK
THIS!
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