Reviews from

in the past


Recommended by turdl3 as part of this list.

BABA IS YOU

Back when I was in high school, my campus offered a Computer Science course as an elective of sorts, and I remember sitting in that classroom with six other kids while our teacher explained the basics of programming.

"Think of programming like a logic puzzle. You have a set of rules you always have to abide by, and you need to figure out a solution to each problem by working within those rules."

Obviously, this is a very reductive way of approaching the subject, but I bring it up because I recognize that same programming mindset is at the core of Baba is You. The game's main mechanic of moving Nouns, Operators and Properties around to change the logic of the world is basically a programming language in and of itself. The internal syntax logic remains consistent, and each level in Baba is You is always centered around working within the logic of a level to achieve the same goal of making some variation of X IS WIN. It's just up to you to figure out how.

BABA IS MOVE AND OPEN

Despite that simple goal, Baba is You is a very difficult game in practice. Baba is You is always introducing a new Modifier or Property to experiment with well into the endgame, making sure that every area is constantly reinventing the wheel in a way that ensures that the player retains that sense of wonder the game held from minute one. But even with this unrelenting avalanche of ideas and mechanics, Baba is You remains accessible through its incredibly free-form approach to progress. The branching path level structure always gives the player options to progress, with completed levels unlocking other levels in an immediate radius instead of a linear fashion. The player is only asked to complete a relatively small fraction of an area to have it marked as "complete", meaning that even if you are truly stumped, you only need to complete the bare minimum to see the game through. The final level is even unlocked once you complete about third of the game, meaning that at any time, you can stop and clear the game if you have the smarts. Baba is You may be rigid in its puzzle structure and logic, but it's sense of progression is anything but.

BABA IS LOVE

Above all else, Baba is You is delightful. It's adorable aesthetic and endless innovation kept me going long after the ending was waiting for me, and even though the game could potentially be beaten after an hour or so, I put off that final level until the very end just to see what other tricks Baba is You had up its sleeve. Even in the final areas, puzzles were still wowing me with their creativity and putting a smile on my face even as I slammed my head against a wall for hours on end trying to figure out the solution. Baba is You is a truly one of the most creative puzzle games in recent memory, and its clear how much passion was put into its creation by the people behind it, and it's a game I highly recommend if you love a good brainteaser.

for a game with a very obvious gimmick (push around blocks that constitute the high-level logic of the world) it really pulls no punches when it comes to actual level layouts. there are only so many stages where you make the walls intangible or control them yourself that really seem novel, and the game never rests on its laurels when it comes to utilizing cheap heat like this in the stages. every potential trick or shortcut or simple solution you could think of for a level has been ruthlessly excised thanks to the strict sokoban layout the game adheres to, and the potential for unforseen failure from accidentally pushing the "you" block out of the way or trapping a block in an unmovable spot or destroying an important object far outstrips any cute logic shenanigans in magnitude.

by the same token, the solutions themselves require a level of elasticity that I rarely encounter in puzzle games that makes successfully concocting a solution all the more rewarding. navigating both the explicit on-screen rules and the implicit requirements of the layout requires stacking so many disparate elements in your brain and jamming them together until everything finally aligns and you finally forsee the correct order of events to move forward. this gets even more complicated as the game moves into multiple moving characters at once, teleportation, the elusive empty and all blocks, and faux gravity. a good 70% of the game is totally optional, and it revels in that it can contort the premise so completely and utterly just as long as the average player can make it through enough levels to unlock the finale. I managed to complete 70 flat before tackling the finale and it felt like a worthwhile exploration of so many different mechanics and ideas, even if I couldn't approach many of the really brain-bending challenges.

if anything, the only real umbrage I can take with the design is how the lack of dialog or tutorialization makes certain game mechanics opaque. it doesn't really come down to a need for explanations per se, but rather that occasionally confusing mechanics are introduced without puzzles that illustrate exactly what makes them tick, which is an issue in a game where every facet and knock-on effect of a given logical construct will be needed at some point or another to solve a puzzle. if I stumble through the intro puzzle for a world, there's a good chance I'm going to struggle to apply my knowledge of it meaningfully when its required. still, the game encourages experimentation with its built-in rewind option that you'll struggle to find many instances where progress is truly detered as long as you're aptly trying every tool at your disposal.

Incredibly creative little game that also makes my brain hurt.

There has never been anything funnier in human history than the moment you think you have a good idea and then accidentally logic yourself out of existence and the music just cuts out to let you think about your hubris.

Baba Is A truly scandinavian experience. A cozy game on the surface, with soft visuals and rubbery sound reminiscent of the Mumins. The abstract level scenarios hint at the simple, natural pleasures in life - rivers and sea, windswept valleys and forests full of flowers, quiet playtime with friends. Sometimes they branch out into edgier territory, but remain innocent by coming across as Super Mario references - volcanoes, outer space or mountaneering.

But that surface is skin deep. It doesn't take long for one's interactions with the game to bring about senses of identity disorder and nihilism. From the low hum one hears when nothing on a level IS YOU, to how almost no object has inherent properties. The cold and unflinching λόγος of this world, only a fraction of which the player has control over, the way the game begins and ends... If Sören Kierkegaard saw this shit, he'd probably ask to tone it down a peg.

I love this game. It captured my heart instantly and proceeded to melt my mind during those lonely quarantine nights. I don't want to describe any of its mechanics, because discovering and understanding them is a part of gameplay. But the rabbithole to descend into here is very well lubed. Each verb gets a bunch of levels dedicated to it, slowly ratcheting up the complexity of required solutions. It all culminates in the endgame, which provides one of the best hidden and most satisfying secrets you can find in games.

At time of writing I have completed every level in the base game, but since then Hempuli the Legend has provided a whole new level pack called New Adventures, which I've only nibbled at a little. I don't like all of it, 3D gimmick didn't do it for me, neither did the arcade recreations, but they're free and in the spirit of this game's gonzo creativity. There's also a level editor which I really want to dig into and test out my ideas, so I'm never going to be done with this game.

The success on display here is simply inspirational. The idea that this can be what you do to provide for yourself makes my jaded tear ducts unclog. Maybe one day I can make it too.

this game is the bane of my existence


I can see the way this game would be great for puzzle game likers, but unfortunately the skill level this game has and the skill level I have are not the same. 11/10 would recommend to people who like logic puzzles but is not for me.

so much missed potential for a puzzle game with this good a concept

[GUTTERTRASH] IS [AN IDIOT]

Possibly the greatest puzzle game ever made? Insane how almost every level completely changed what I thought I knew about how to manipulate the clauses in it. Infinitely charming aesthetic, perfectly designed puzzles, really just everything I look for in a game that makes me feel like I'm braindead.

Only major flaw I have with it is that yeah, it doensn't have a very good difficulty curve, there's a pretty large spike post the first world. Other than that, yeah, shit's perfect. Here's to hoping I can actually finish it some day!

As an engineer, my favorite kinds of puzzle games are the ones where you're presented with a set of tools or rules to follow and you then use those tools to figure out increasingly intricate puzzles. Games like The Witness or Portal 2.

Baba is You is literally the very opposite of that. In Baba is You, you quite literally have to break the game to beat the game. And that whole "how can I break this to beat it" was something I just couldn't get my mind around. Which is annoying, because this game is cool as heck. I wish it meshed with how my brain works a bit better, but the further I got into the game, the less I understood what I could or could not do.

The richness of a puzzle game comes from its capacity to be exceptionally diverse with a priori simple mechanisms. Baba Is You brilliantly meets this challenge, never betraying its minimalism. Through a few syntactic operators and a more or less strong dose of tile-pushing, the title develops strong concepts, requiring a certain abstraction (stacking of elements, synchronous interactions of properties, surjections of nouns on properties). But these difficulties are eased by the fact that everything is there for a reason, which very rarely leaves you in complete darkness, although the last levels can be particularly difficult, when meta mechanics are introduced. The reward is always worth the price, and it's a game that can be consumed well over short sequences... which get longer very easily.

I booted up this cute little comfort indie game about puzzles and was left bald. Every hair was torn out of my head, phasing into dust as my body aged past it's corporeal prime and sent my mind spiraling into enlightenment, shattering into psychopathy.

You recognize that the puzzles are simple boolean swaps on paper and think grammar is so easy, until you realize that the music has been drawling for several minutes. There's a very specific cadence in the soundtrack that reminds you of ticking clocks, or a slow heart rate. It's now been 45 minutes and you still haven't solved the puzzle.

Your brain is leaking liquid out of your ear and you swear that you've tried every possibility that could be possibly imagined. Once you beat the game, you realize that there's 100 more puzzles.

You have died.

La idea impacta al comienzo de forma brutal, todo parece super original y fresco, que abre la imaginación a muchas posibilidades: las capacidades humorísticas, el simil con la programación y la importancia del espacio y de tu posición. Cuando pasan las horas y el asombro inicial se desvanece quedan tediosas horas de mirar a la pantalla con el cerebro muerto intentando descubrir que es lo único que puedes hacer. Fascinante como concepto, pero pesa demasiado una de las grandes losas que tienen los videojuegos: se alargan demasiado.

A man needs to get a wolf, a sheep and a cabbage across the river, but his boat can only carry one of these at a time; so he turns the wolf into another cabbage, and ten minutes later he figures out that's not the right solution and he needs to start all over again. This time he starts by turning himself into a second boat and-

Review Is You And Review
Has
Text
And
Move

Picture this. You materialize in a world full of text dictating the laws of physics as an unsupervised toddler where a gear can move on its own and take hold of your soul by replacing your name with his next to the "You" component. Well, still preferable to materializing in Ohio.

It's during the 2017 Nordic Game Jam that humble gamer Arvi Teikari has an eureka moment and finds LE gimmick that he decides to cook, and after simmering down he decides to go for seconds and make 200 levels. A lot of these are carefully crafted to lead you to eureka moments and they are not as linear as they may seem... all the while humbling, because a concept entailing a lot of freedom ends up used for a restrictive design of high level puzzles constantly shattering the rules of game design. That can be frustrating. You know what to do but unsure what you are allowed to do to make it happen.
Guess we reached the end then.

End Has Words On God
Is
Defeat
And
Idk you get the gist of it

35 hours in, i am stuck on a puzzle for over one hour. i push blocks around aimlessly. i go to a different world. i accidentally do something that will change my understanding of the game forever. in my hubris for thinking i was close to the end, baba has humbled me.

i use the website Baba Is Hint for the rest of the game (which i HIGHLY recommend). the opening phrase is "the Main Game is basically just a tutorial for the Late Game." i bury my head in my hands.

on hour 64, i have 100%'d the game. i am free and i long for more of the prison.

Baba is You offers an interesting take on the puzzle genre. In essence, it is a combination of Sokoban and programming. While the programming portion of manipulating the rules already gives it infinite potential to make any puzzle, the Sokuban aspect contextualizes the puzzles to make them less abstract (even then Baba is You is an extremely abstract game).

This freedom of the mechanics allows for really wild setups that can be made, giving the player many tools (tools in the sense of ideas, and not an in-game gameplay ability) at their disposal. Many levels throughout the whole game are designed around figuring out those tools.

On the other side, those tools are later reused in tandem with other ideas to create more and more complex levels. Those would be the majority of the levels in-game, even though most players would find themselves taking more time on the former set of levels.

Till the very end of the game, new rules are getting added, which adds more and more that can be learned. This isn't to say that the game just plays on a new gimmick for every level to keep the attention of the player - it thoroughly explores each and every mechanic it present to the player. The game is very long and it can feel like it has already exhausted what it can teach you by the end, even though by the very nature of the mechanics this is impossible.

While the game offers extremely interesting puzzles and mechanics, it still suffers several issues. It has somewhat inconsistent difficulty, which gets worse the deeper you get in the game (in a sense this is close to unavoidable to an extent considering how abstract the puzzles get later on). A good amount of the levels that are about learning a new trick could be very abstruse to figure out in the most later zones. Also, the last zone reuses many ideas of the first zones, however, by that point in the game, the player might have forgotten some of the less used ideas - I found myself having to replay the game twice to be able to beat the full game due to this. It would have been nice to have a refresher to those ideas somewhere so that the player should not figure them out again but in a more complex scenario.

The game is still amazing, even if the last areas are not paced as good as the rest of the game (they still offer some of the best puzzles in the game). The game is also going to get an official level editor in the future and with the nature of the mechanics, it has amazing potential for community levels.

I think I hate Baba is You. Or, I love Baba is You but I hate what it asks of me. Or maybe I adore Baba is You but with the major asterisk that I used Baba is Hint from time to time because some times the things Baba is You asks you to come up with on the spot are fucking asinine, and require such liberal guesstimate reads of the fundamental mechanics that extend well beyond the rules presented that you genuinely will sometimes just accidentally guess the right answer after three straight hours on the same puzzle then have to reverse engineer how the solution you got even makes sense.

Baba is You is a game about love, I think. You move around in this four by four grid with this cute little critter named Baba, and you push around blocks that manipulate the rules Baba works by. You are a kid playing with metaconceptual Legos, and as you play you discover, and as you discover you learn, and as you learn you explore, and as you explore you find new ways to play. There's a zen here, I think, don't quote me on this I don't know zen philosophy at all, in the quiet meditative peace of just seeing what the game will allow you to do, trying different solutions.

If there's an "optimal" way to play Baba is You, which i think there isn't as a facet of its nature, it's in finding new and better ways to fail faster and harder. How can you try different ideas without restarting a level, how many different ideas can you throw at a solution, how do you act when nothing you're trying is working. Maybe the most frustrating part of baba is you is how little it judges. You won't get feedback on whether your idea is right or asinine, whether your play is open or restrictive, whether you've even beaten the game or not. But I think there's something beautiful in that too- I finished Baba is You but it's more accurate to say I walked away from Baba is You, put it down like the bell rang for recess and it's time to go back to class and tomorrow I will pick up my toys and play with them again

I think puzzle games with bad progression get a pass because people will just assume they're "too dumb" for it when in reality it's just bad design. The concept is great but holy shit you hit a brick wall after like the first couple chunks of levels.

Completei os quatro primeiros mundos, fiz o finale e depois resolvi mais alguns puzzles do mundo cinco. Acho melhor parar enquanto estou por cima - já fritei bastante os neurônios resolvendo os puzzles extra do mundo quatro e os poucos do cinco que fiz começaram a me causar fadiga.

Não tenho muito a comentar sobre o game. A estética é bem bonitinha e os puzzles inteligentes e te fazem se sentir inteligente. A dificuldade vai aleatoriamente do "oh, bem pensado!" para "COMO ASSIM, CARA???" de um puzzle para outro, mas isso é meio que esperado do gênero, acho. É certamente um dos puzzles mais bem-feitos dos últimos anos e um prato cheio para fãs do estilo.

My brain grew to the size of a beluga whale when I turned myself into a wall for the first time.

i wish i was smart enough to beat this game :(

Logging this before I forget about it, but unfortunately I am are have too much beeg dum and cannot comprehend the sheer greatness of this puzzle game. AKA its a dope ass, mind-bending puzzle game that I'm shelving for now because the 2nd half of the game is high key dummy hard


A charming and clever blocking pushing puzzle game where the solutions are about modifying the rules of the puzzle itself. I tapped out after seeing the credits (aka the end of the tutorial) because my Brain Is Smooth and the difficulty curve looks like the graph on a heart rate monitor, but this is a big recommendation from me. It's yet another instance of the indie scene leading niche genre innovation in recent years.

Check it out on Switch or mobile for its portability, and absolutely do not be afraid to lean on sites like Baba Is Hint if your brain can't take the pain!

Excellently-designed puzzle game that I do not have the patience to beat right now because it's just wayyyyyy too hard for me. I think the game's difficulty curve isn't nearly as natural as a puzzle game should be. I could definitely imagine going back to this for bits at a time during work breaks though.

Really fun unique puzzle game, I've never played anything like it, the aesthetics and puzzles are super unique to this game, it is extremely difficult but the figuring out the games logic is extremely rewarding as it lets you do all sorts of stuff

É o jogo que me fez pesquisar o conceito de 'gamificação'.

Elogio principalmente a criatividade dos quebra-cabeças de Baba is You.

O único ponto negativo é a curva de aprendizado, a qual, principalmente nos setores mais avançados, não é nada "justa", mesmo em relação aos padrões do jogo.

https://youtu.be/7zLwa4bztWs