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UNTITLED GOOSE GAME REVIEW

Renegade Shepard has nothing to do with you in The Unsomped Goose Game

There are almost not enough games that allow you to play the villain. Of course, the beauty here is that, sometimes there may be such a feeling, that geese are not evil creatures. They are just birds adapted to a world that humans have taken over with cold natural disregard. On the other side, I’m incredibly excited to be a terrible game —and so I love this game.

The controls are nice and simple, and never hinder your mission to devastate. Hold down one button to run instead of a creek, one to bend down, another to flap the wings, another to grab or drop everything —and indeed it is. The goal is presented through the list of “to-dos” in the pause menu and almost only involves making the lives of the villagers miserable. While you can freely carry out fangs related to your goose, you see fit, these goals will tell you what can happen and help unlock the entire small but busy map.

The proper game started just outside a small garden and when I got in, I would giggle within seconds. Now, I’ve decided that I liked the game before —the creek animation is incredibly captivating and it’s really impossible not to like an opening game with “press X to honk” —but the first encounter between people and me really ended the deal.

One of the first goals I accomplished was to steal the gardener’s keys, snatch them right in his pants. I then ran to the lake, honking his horn triumphantly as he chased, dropping them into my waters out of his reach before complacency sailing around without concern for the world. Then I will make the poor drench, steal his lunch, make him buy his own fly, etc. I will remind you this is only the first area of the village.

I thought the best way to explain the sheer joy that comes from goose games with no title is to talk about the boy. Every villager is against your cruel antics—chasing you if they catch you stealing, some are even determined to drive you away before you get a chance to do anything—except this boy. The poor guy mentioned is very scared about you, which should not be funny at all, but completely hilarious. He runs away when you chase him with threatening whistles, which is funny enough (not to mention that you can take off his shoelaces and make him fall), but he is also a testament to how this is essentially an action-puzzle game.

A target requires you to trap the child in the phone box. After finishing, he called the owner of a nearby TV store, who came to help. This allows you to quickly go to the store and accomplish another goal. You see, progress often depends on outperforming those nasty people. Better, many goals have multiple solutions. Nothing confuses you for hours, but there’s definitely depth that you might not expect and the great satisfaction of finding out what to do.

There isn’t a story, exactly, but there’s an ending. Your first run may take just an hour or two, after which some additional goals for each field will be added to your “to-do” list. Delete all that and it’s not over yet. Of course, you can go to the white creek causing accidental devastation just because of that monster, and dig out the Easter eggs (I’m much happier than the usual whistle-honking with a walkie-talkie). If that’s the structure you’re after, it’s almost like a whole new game now.

When the entire village is open to you, you can take on the optional challenge of completing all its goals within a certain time limit. This requires you to plan ahead and sometimes have to change tactics if the way you usually do is to time-consuming. A game that is often comfortable and playful suddenly becomes a test of speed and adaptability. This is not a bad thing; Beat a time limit that creates pleasure pumping fist (wing pump?).

There is no denying that once you get close to the six-hour mark, the joke (slowly) begins to become fragile. The small village of the game will repeat after a while, but that really does not matter. This game is not designed for the game levels of GTA and I can’t remember the last game that made me laugh very loudly and often while playing. It’s the kind of game that makes your friends when they see you play that game, say “play it, man.”

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Written by Lauren Morton

Lauren loves long books and even longer RPGs. She got a game design degree and then, stupidly, refused to leave the midwest. She plays indie games you haven't heard of and will never pass on a story about players breaking games or playing them wrong.

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