Look at those long, elegant limbs.

A hero who is all sticks and elbows and knees, thin and drawn-in and desperate.

I can just imagine the mechanics in play as he folds himself into the back seat of a car.

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A beanpole world in which a beanpole protagonist can stealth past beanpole enemies.

Someone thought a long time about this.

It’s beautiful, strange, and coherent.

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Somerville review

Somerville is pretty simple in theory.

But I play it and other games intrude.

You know, wordless, uncanny games about platforming and puzzling your way through stealthy terrorscapes.

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This is unfair, I know, because Somerville has a lovely sense of itself, too.

The pace slows to the plod of human recovery, of people trying to get their bearings.

Somerville has its own ideas too.

So maybe you might clear an obstacle blocking your way, or make a path upwards.

Some of then are absolutely ingenious, including at least one that hinges on water displacement.

The best puzzles lead to genuine a-ha moments, and use a wide range of items in the environments.

The least inspired, though, often run aground of the fact that Somerville can be surprisingly fiddly.