The developer of The Sojourn, Shifting
Tides, seems to have beaten me to it. Strewn throughout the game are a
series of messages – I’m convinced they’re quotes from a developer diary
– that review it quite well. It begins hopefully: ʻWe first picture the
world as a piece of art, painted with the unknown that our eyes
observe.’ There are some flickers of doubt: ʻWe are shaped by
uncertainty. Uncertainty is quelled by how we shape ourselves.’ There is
trouble: ʻWe open our eyes in hopes of seeing what lies before us but
all we realize is how alien our world is.’ And there is a post-mortem:
ʻWe venture beyond what we’ve learned to see the truth, so we can
understand how our views were obstructed.’ This is a strange
development. Do we criticise the inherent conflict of interest in a
self-critique, or praise the emotional honesty?
Let’s begin with what our eyes observe. The Sojourn is a first-person
puzzler that has you following a capering swirl of light. The puzzles
are cleverly crafted affairs filled with moving parts you can interact
with: statues you can swap places with in a blink; harps whose melodies
morph platforms into place; booths that duplicate statues and others
that open doors. Most of these can only be activated in the dark world,
which envelops you when you touch blue fire. At the end of each
sequence, you free another light, and you’re whisked back to the main
hub, which you inch through, puzzle by puzzle, until you’re off to the
next one – be it a castle, a crumbly desert town, or a watery refuge of
rock. The uncertainty that blights The Sojourn is thematic; it grasps at
the ghost of a message, but can’t pin anything down.
Each world is a clump of earth cocooned in its own gravity – always a
handy, if hoary, metaphor for minds, be they breaking apart or drawing
together. There is an unspecific, vacuum-sealed prettiness on show –
polar-white banks of snow, streams cascading into the clouds below – and
it all runs at 60fps, ensuring each scene stays undisturbed by any
threats to immersion. (Not that I was ever truly immersed; the airy mood
only allows for a pleasant paddle.) And all the while we are washed
with ambient music that runs in one ear and out the other. There’s a
fair share of The Witness
blowing through The Sojourn. Note the statues, planted and posed in a
variety of vaguely symbolic positions, the textureless surfaces, and the
clean colours that could only have been clicked, not brushed, into
being.
But it lacks that game’s slow-drip satisfaction – the sense of a
gradually learned visual language. The good news is this: lurking under
the dreamy gloss is a series of puzzles that doesn’t pull its punches.
The title is to be taken as a guide: don’t be afraid to stop a while and
take it all in. As each level loaded into view, stone and soil whipped
up fresh from the void, I would often pause to get my bearings. You
might see, for example: one statue, two cloning capsules, a tablet of
ice-blue fire, and a gate on a raised platform. The prickle of challenge
in the puzzles is often eked out halfway into your attempt to solve
them; I relished the moments in which my logic was thwarted, only to
have the second ray of a solution shine through.
In fact, The Sojourn is all about second winds, and third and fourth
winds, for
that matter. I can only admire Shifting Tides, not only for
the precision of the puzzles on offer – often teasingly spare of clutter
– but for the pace with which fresh mechanics are levered into play. To
reach the later hubs and still be wrapping my head around new kinks and
complications left me in little doubt that the design on show comes
from a talented team. If only there was greater reward in the solving
than being led, with little ceremony, onto the next puzzle. It will take
more than a few dropped props – a pile of swords in a corner, a splayed
book, a set of blindfolded figures – to convince us of any grand theme,
other than, as the game’s website suggests,
‘the nature of reality.’ If Shifting Tides does indeed venture beyond
what its learned here, toward an unobstructed view, count me in
.
Developer: Shifting Tides
Publisher: Iceberg Interactive
Available on: PlayStation 4 [reviewed on], Xbox One, and PC
Release Date: September 20, 2019
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