
As a former game developer I can really sympathise with Coldwood Interactive, the developers of Unravel. As a middle tier developer, they spent many years developing games that were critically dismissed, but people enjoyed and more importantly, sold enough copies to keep them in business. But as time went on, the studio grew weary of making games where they had little creative control, and didn’t really say or mean anything. The sense that you’re working in a dream job starts to feel like a nightmare as you devolve into just going through the motions in a daily grind, constrained by the wills of others and not contributing to your own creative development.
On a camping trip in Sweden, Coldwood’s creative director Martin Sahlin found some discarded wire and fashioned a little man out of it. Later, he met some other campers, one who had a big yarn of red wool, which he borrowed to wrap around the wire. Thus Yarny, was born, and so too the desire to make something unique and profound surrounding this cute little invention.
Yarny is the protagonist of Unravel. It’s a 2.5 D side scrolling platform puzzle game whose uniqueness comes from the beautiful near photo realistic artwork and tethering game design. Yarny is made from yarn and as he moves across the screen he unravels, leaving a trail of bright fuzzy red yarn in his wake. Yarny can tether to sparkling points in the environment, and from this he can swing, tie knots, bounce and even push and pull environmental objects along the trail. You’ll use these mechanisms to solve the various puzzles in the level to avoid water, long drops, crushing gears and even wildlife. Yarny’s yarn is not endless, and as he unravels he becomes skinnier, and once you see the first knot in the yarn, you know it’s about to run out. Luckily there are places where you can restock your yarn to help complete levels. Whilst it’s not an earth shattering addition to regular side scrolling game mechanics, it does make a tired conceit feel refreshed.
What is also refreshing is the game never treats the player like an idiot. There’s not much handholding, and everything you need to complete the level is shown to you and it’s up to you to figure it out. It’s a game which invites you to explore and experiment. There’s no time limit to any of the levels, so you can play at your own pace. Although you’re constrained by the length of yarn, the checkpoints to refill are nearly always placed on screen, allowing contemplation and planning. You can always backtrack, although this uses your yarn, or respawn to the checkpoints and try a different route. Collectables are hidden throughout the level, often in plain sight, and quite often trying to reach them will reveal new tricks and multiple ways of solving the level.
There are issues with the platforming which mar the experience of Unravel. Often judging jumping distance and gaps often feels like Hail Marys, especially in later levels. Timing puzzles can be frustrating, and there are a couple of points where the respawn is too close to an insta-death situation, and you’ll repeat the same sequence over and over. The addition of a mechanic near the end of the game, whilst it’s interesting at first, changes the leisurely pace to glacial and the combination of having to hold too many buttons at once plus the difference in pace makes playing the level a tedious chore.
However, these minor issues don’t detract too much from the joy playing the game, much of which comes from the spectacular environments. Set amongst the forests and plains of Sweden, the game is full of beauty and colour. Although the levels are essentially flat, the combination of photorealism, dreamy lighting, and background movement is designed to make them feel alive and give an amazing sense of playing in real places. It’s helped by the fabulous animation of Yarny himself, as he gazes around in astonishment, flees in panic, shivers in the cold, and gets heavy in the wet rain.
Colour also plays an important part in helping creating the mood of an environment, with the colour cues helping present a feeling to the player. The sun dappled fields are alive with colourful flowers and softly move in the unseen breeze invoke joy. The industrial wastelands with the murky yellows, drab greens and dirty browns associated with toxic wastelands arouse disquiet and disgust. The frozen forest with its crisp, white snow hanging from deep green branches feel calm and pristine.
There’s not much of a story told to you, but you learn about what the game is imparting to you through the mis en scene (fancy word for environment). Throughout all the levels, there is something happening in the background with a story told through the mis en scene, from the set dressing and the props to animals and insects and even the weather, and it’s absolutely delightful to see developers use something integral to the nature of the visual medium in such a way. There’s no need for dialogue as everything you need to know is presented in the frame you move through. Unlike of what so many other games (and movies and TV shows) do and literally spell out what they want you to think, Unravel encourages you to think and wonder and come to your own conclusions.
Conclusion
Unravel sits in that space between indie game and “game as art”, whilst not being either. It’s clever, not wanky. It’s contemplative, not prescriptive. This is from an established if not truly successful studio, and published by one of the biggest publishers in the world. However, if nothing else, it shows that the most imaginative, beautiful and fun games can still come from anywhere, and there’s still a place for middle tier studios and even publishers.
Pros:
Absolutely beautiful game
Very cute character.
The string mechanic is a nice addition to the side scrolling platform genre
Cons:
Sometimes the platforming can let you down
Could be considered a little short.
90/100






