Reviews from

in the past


Great Story, wonderful creativity and puzzles.

Casually an amazing Zelda game, layered with unique aesthetics and banging music. Story falls into the bucket of "modern mental health narratives" which may be hinting towards trite -- but it really does feel like the plight of our generation. I know it may be off-putting to some, but I found the story absolutely lovely.

It took a while for the game to ramp up for me, and I feel like I was never really rewarded outside of aesthetics, as the game really doesn't have a way to reward your DPS/Health -- it's not that kind of game.

The first half of the game kind of drags. Sure, it's a Zelda-like. Ok, the painting is... something. Yes, there are characters who speak in lowercase and in slang. Alright.

At some point in the last half, I started getting more comfortable with the painting tools. The story started fleshing out the characters. I started vibing. And you know what? Damn, it really works.

Incredibly cute and heartwarming game. This type of game is not really my thing, but that speaks all the more to how good it is that even a miseryboots like me can get into it as much as I did. Spectacular soundtrack to boot.

;-; - i genuinely do have a lot more to say about this game but it's going to take me a while to sit with my feelings and write them down in some way (if ever!)

anyway you should buy and play it


Played for 40 minutes. Didn't understand what to do next and game kinda made me feel stupid with no instructions whatsoever on what to do next or how the environment works. Don't have time for this.

Very heartwarming and cute. It's relaxing to take your time and just color stuff, the story is pretty emotional and well written as well

The core premise of Chicory: A Colorful Tale—repainting color into a world after the previous painter (a.k.a. wielder) puts aside her brush—is not one which sustains a 10-20 hour experience which makes up the game. Players need not paint every square inch of Picnic Province, but the itch to do so fuels the player when each subsequent screen is in black and white. So, to save time and effort, perhaps don't do it... or continue so, because the end gif you receive for beating the game is a cute little memento of the effort sustained (or not) throughout. This basic gameplay design of painting can certainly become dull by the third chapter, and it did... Yet, Greg Lobanov's writing for the world's inhabitants and the growing emotional beats which build chapter by chapter lend a foundation to Chicory which keeps its simplicity from truly crumbling. Each creature—mammal, insect, amphibian, bird, and whatnot—has a personality of some sort, and although most don't carry much weight on their own, when the player meets more and more and learns of their hopes, fears, and creativity there's a true sense of care and attention that imbues itself. These furry, cute, weird people make the player want to keep on painting in their homes and environments, to see them find delight or a slimmer of optimism as color returns. Pickle, a friendless fennec fox, was one I especially found endearing (if not too close to heart). This empathetic sensation that runs throughout Chicory is assisted by the gameplay which uses the player's creativity, however limited it may be, to find meaning within their situation; as the player solves puzzles, crafts art, and defeats bosses, the conversations had and the creative decisions made by the player reach below a surface level depth that can seem quite silly in hindsight, yet it lingers.

I didn't completely fall for Chicory. The simplistic design of it all still bores down with noticeable effects. But, despite some repetition and long-winded puzzle chambers, the heart and soul of the world and its characters remain the game's best attributes. Chapter 5 and 10 have two unforgettable moments: the former at its boss as the protagonist faces the boss's depression, and the latter in its forced return to Luncheon in a debilitating manner. Both force an endurance of the deepest pit of emotional apathy toward creative endeavors, and as someone who often doesn't follow through with his aspirations for want of emotional stability, these moments hit harder than I could've thought. It's these moments—among many—that land at just the right place in capturing the artistic themes of Chicory, where the gameplay still fails to engage when not aiming toward innovation in either new puzzles or boss encounters.

Is this one of my favorites of 2021? No, probably not. I'm glad others found it more successful, but for the 17 hours I took to 100% the game, only about half of that felt earned. Still, that doesn't discount how much of Chicory I loved even when it was not so fun or memorable. The art design, Lena Raine's soothing music, and those fucking art lessons I sucked at have the marks of a game whose developers loved every moment they were allowed to craft such a unique experience. That is what I'll carry from such a personal game.

It's cute. I think it's themes of depression and imposter syndrome are geared specifically to creative pursuits so it didn't quite land for me but I can see how it might be more effective for others.

One of the most enjoyable indies I've ever played, THIS is the perfect way to treat the "chosen one" story and how a person does not need to be special to be important, everyone should play this. Gameplay wise, painting everything is really funny and relaxing and some puzzles remind me of old 2d zelda titles, really one of my favorites of the year

cute little game. i just wanna pinch its cheeks. surprised by the bold decision to not include the game's titular pokemon (chikorita)

This review contains spoilers

Chicory is a game that is so sincere and direct in its message, so completely free of cynicism, that I've got to respect it for that reason alone. With that said, the execution of its narrative fell pretty flat for me, its bright eyed optimism often crossing the line over to being somewhat patronizing and naive. If you're one of the hard ass capital G gamers who gets disproportionately furious at the idea of "wholesome games," this one is definitely not for you. Hell, I'm someone who likes Steven Universe and it ended up too much even for me at times.

When it comes to just being a fun and engaging video game to play, I found a lot to love about Chicory, which is the main reason my view on it leans quite positive overall. It's a 2D Zelda like that reserves combat exclusively for bosses, instead focusing on puzzle solving and overworld navigation that revolves around the core brush gimmick. Figuring out new ways to paint in the world and applying your knowledge of the various twists they throw your way to progress was on the whole pretty satisfying. When the optional challenges that lead to collectibles mainly interested me for the intrinsic reward of solving the puzzles themselves, I'd say you're a well designed puzzle game! It's also paced well, which I've come to really value in games recently, and the chapter based structure works to ensure both story progression and new gameplay ideas are introduced frequently enough to not get boring on either end of things. Lena Raine also brings her A game here and continues to be one of my favorite composers working right now, perfectly setting the tone for the game's cozy mood as well as making the climactic moments feel genuinely exciting.

The bosses are mostly engaging, but they do function as a segue into some of the things I ended up disliking here. The boss design itself is fine, outside of the insane decision to make the final boss rely on an AI partner who consistently misses it's target, which kind of destroys the whole teamwork thing that it's supposed to actually be enforcing. However, the way that damage works in this game feels... very compromised. Your character takes two hits to defeat by default, and this can be adjusted through an accessibility option. Only thing is... even if you do get knocked over after two hits, you just get back up and continue the fight with no penalty??? There is no fail state??? There is even another accessibility feature that lets you skip bosses entirely! While I think both of these options are nice as just that, accessibility options, there is no point in even designing the game to have bosses that you fight, with patterns you can dodge, if not dodging or learning the fight at all results in the same outcome even without accessibility options enabled. The whole thing makes the game feel patronizing and undermines some of its own themes.

Which gets to my last issue here, the story. Chicory has a number of likable characters, amusing scenarios, and its heart is absolutely in the right place. The issue is it presents its themes in such a safe and easy way that it had me feeling completely detached. Messages can be made more powerful through ambiguity, through what is not said, through expression that feels decidedly personal, and this... just feels so surface level. Most dialogue exchanges quite literally boil down to:

"I'm really sad and depressed because I have impostor syndrome. I don't think I'm living up to what is expected of me."

"Hey don't worry! I totally understand the feeling and know words alone won't fix it, but I want you to know that personally I think you're doing great and am 100% supportive of you!"

When characters just state all of their internal feelings like this and all other characters basically just serve to emotionally support them, it makes the conflict feel weak and, to use that word again, really patronizing! For those more involved in artistic pursuits this may land closer to home, but I think even then the read on everything here just feels so saccharine as to not feel real or emotionally resonant. Contrast to something like Celeste, a game that has had criticism leveled against it for being too earnest/sappy. Celeste manages to work way, way better for me because it leaves certain things ambiguous/understated in its writing and knows when to actually have characters lash out at each other. Above all, Celeste is actually extremely difficult, so the theme of how overcoming your mental hangups can be brutal and feel like hitting a brick wall is bolstered by the game forcing you to overcome its own challenges.

Even the ending, where I felt the game was setting up for a bittersweet "In order to create art we must also accept the negative emotions and inner turmoil that comes with it" message, swerves into more safe "anyone can create art! We shouldn't rely on old hierarchal systems!" territory. Of course that's true, it also is an opinion that just about anyone would agree with and isn't really explored very meaningfully here!

Despite all my misgivings, I have to say I had a good time with this game, and it was mostly enjoyable to briefly escape to a world so free from the sort of cynicism that I'm putting out in the world with this very review. I was just left with that nagging feeling that it could have been so much more if it was willing to push back a little harder, both in its game design and narratively.

I bought this thinking it would be relaxing and peaceful puzzle game about a dog drawing happy little trees.

While that is true to some extent, the game turned out to be pretty dark and hit me right in the feels.

Very unique experience with LOTS of collectibles!

you play as a dog with a paintbrush whats not to love

There are a couple of moments in Chicory that I’ll probably remember the rest of my life, and I feel the need to discuss what they are below. This includes some light story spoilers for the first half of the game (no major plot twists or anything, though), so if you already know you’re going to play this game, you might want to skip to the end of the Minor Spoiler Zone below.

MINOR SPOILER ZONE

Relatively earlier in the game, your character, Pizza, asks her idol, legendary painter Chicory, to draw her portrait. Chicory obliges but says she’ll only do it if you draw her first. At this point, you’re prompted to draw Chicory. I’ve certainly never been great at drawing, but I genuinely tried my best. And my best looked like a bunch of childish scribbles.

Regardless of what you draw, Chicory is impressed, and then draws you, and what she draws is…well, excellent. Far better than anything the player could’ve done. And that moment hit me like a dagger to the heart. Because I’ve had this feeling before. This feeling that I’m just trash at what I do, and I’ll never measure up to others. That I made it as far as I have in my field through luck and a nice smile. That feeling that my friends and family clearly think I’m more clever and more talented than I actually am, because it’s not like I’m particularly good at anything.

And then I realized that was the point of this entire segment. It’s obvious that Greg Lobanov, the creator of Chicory, has had the same feeling. And so have literally millions of other people.

Later on, you find the portrait you drew hung in Chicory’s room. Ultimately, it doesn’t quite matter how you felt about it, because it’s obvious Chicory loved it regardless.

OKAY IT’S SAFE NOW

If I can describe 2021 in a single word, it would be exhausting. Not always bad, and not always good, but always exhausting. Having spent too much time in isolation and repetition, it’s been too easy for me to get lost in my own thoughts. Particularly the ones where I start to wonder if I can keep up whatever façade I’ve built to make people like me.

Then I played Chicory, and realized what should have been obvious to me all along. These feelings were never just mine.

Chicory is a game about how everyone has struggles that they deal with in private, even those who seem to be basically perfect. And while it’s natural to want to keep your pain to yourself and hide it, there’s more people than you think who understand and truly want to help. And they have their own struggles, too.

While Chicory’s adorable aesthetic, whimsical music, and clever Zelda-style puzzle solving are all strong points in its favor, what really made it so memorable for me was the writing. Sometimes you play the right game at the right time and then it’s all you can think about. For me, that was Chicory.

Also the game encourages you to name Pizza after your favorite food. So for me, she’ll always be Dumplings.

wasn't sure if i was going to give it a 4.5 or a 5, but i really can't think of any aspect of this game that could be improved. wonderful setting, vibes, puzzles, exploration, boss fights, characters, lessons... my only regret is that Steam messed up my cloud save at the final dungeon, so i couldn't finish without repeating ~4hr of content. highly recommended for all gamers, and even for non-gamers.

I was not expecting to love Chicory as much as I did. It's a combination of the heartfelt, emotional stories from games like Celeste, What Remains of Edith Finch, and The Beginner's Guide crossed with the gameplay and unique, ever-evolving ideas from the 2D Zeldas and Metroids (specfically A Link Between Worlds and Metroid: Zero Mission), all wrapped up in a mechanic that is straight out of Microsoft Paint. It's a wild combination, and though I don't draw, paint, or create much in visual arts, I loved being able to splash color everywhere and just make the black and white world come alive. Traversal is excellent, and the methodical progression of new movement and elements to exploration came at just the right moments. There are a surprising amount of side activities as well, from basic hidden outfits and collectibles, to entire side quests involving detective work, mailing letters, and taking art lessons. It scratched an itch I didn't know I had, and leaves me wanting so much more from this world. An absolute must-play.

Truly the best indie game of 2021! Perfect OST by Lena Raine, an excellent story, goofy characters, and overall a truly remarkable experience!

Puro corazón, pero a nivel jugable...

Pros:
- Todos los personajes son sumamente adorables y están genial escritos.
- Cada nueva habilidad del pincel te añade enormes posibilidades de exploración.
- El sistema de pistas (llamando a tus padres) es de las cosas más originales y simpáticas que he visto nunca.

Contras:
- Los "combates" contra los "bosses" son demasiado simplones, tanto a nivel de rutinas como de control del personaje, y además no exigen nada del jugador.
- Los puzzles acaban haciéndose muy repetitivos.
- Que no te guste pintar prácticamente te imposibilita disfrutar de la mayor parte del encanto del juego.

This review contains spoilers

The two kids in Simmer Springs: "You found all our secrets. But that means we can make new ones! Maybe at least in Chicory 2"

Chicory's Mental Health: "Aw shit here we go again"

Also good for Macaroon.

Pretty good game. Great visuals and music, and just generally nice vibes. I do wish it were a little longer though as I finished it in one sitting. I hope that chick shows up and finds her brush or whatever, it really ended pretty abruptly.

I can't believe it took me this long to go back to Greg Lobanov's games after how fulfilling Wandersong was for me, and I absolutely should have done so sooner. I should not be surprised that I adored Chicory; it is everything I am looking for in video games. It's a relaxing and thought provoking title that provides meaningful gameplay while tying that gameplay to strong storytelling and rich characters in a tightly woven narrative. It's like they made Okami a coloring book while retaining the adventure and exploration elements in a 2D top down environment, which amazes me because I can't recall the last time something reminded me of Okami. Chicory reminded me that we are all somewhat lost individuals struggling on our own ends to find meaning in this strange world, and that it's okay if you don't know the answer, because you're not alone. This is probably my GOTY of 2021 and the best game I've played in 2021, which again astounds me because I've played some amazing titles this year and somehow Greg Lobanov's done it again and created an unforgettable experience. Please take the time to play this game and savor the whole experience. I'm lost for words to truly describe what I felt and played through, and it deserves so much more love.

I feel like this is a superb game, really inventive, and i'd really like to play it. however my brain absolutely despises it. Navigating this world feels like a chore, sadly. I do think this is highly personal tho, don't let it discourage you - this is bound to be exceptionnal from what i've seen of it.

The ending battle was pretty hard mostly because I suck at using WASD for moving but also because I was sobbing like a child.

This game not only has a beautiful world the narrative is so heart felt. So many people deal with mental illness, feels of self doubt, and the pressures of life. I feel like the way it was handled was superb. It felt like a friend reminding you that it's ok, to not be okay sometimes.

This was an absolute joy to play.

The brush works like a dream you feel like you're painting on air. The controls are pretty great minus some of the puzzle mechanics that are a little frustrating but I can forgive the minor flaws there. Battles are surprisingly intuitive and while it's hard to use the keyboard and mouse in this way, it was still very fun and if you need it to be forgiving it can. Don't sleep on this one it could have been made by a giant company it's so polished and full of love put into it.

originally just wrote a joke but then wanted to come back and write an actual review when i bumped this up to a 10, but then it ended up kind of lame and pretentious and stupid so here it is in bullet point form

- if you hate anything wholesome or heartwarming, this game is not for you (also maybe try cheering up)
- if you draw memes or something vulgar on any white canvas given to you, this game is probably not for you (if you can exercise restraint in story scenes then go ahead)
- if you're expecting links awakening 2, don't. the screen-to-screen "action" comes from painting the world, not combat and is therefore a lot more chill than a zelda
- you should probably be painting things. you really do not have to be meticulous if you don't want to, and you can wait until you get the paint bucket if you want, but the game is better/more satisfying seeing things go from monochrome to colored in
- get the paint bucket as early as you can (start of chapter 2, when you first see a bridge over water go up a screen and there should be a big present) if you don't wanna spend a bunch of time coloring in every screen
- even before the paint bucket you can click and hold to fill as well without needing it, it's just a little bit slower
- you certainly do not need to be an artist (of any medium) to like this game
- that being said if you do make art (of any sort, can be drawn, can be music, whatever), this game gets a heavier endorsement from me since it touches on topics that have a higher chance of resonating with you

This is the deepest coloring book I have ever played.


Very cute and emotional game with some really kick ass music. As somebody who loves to doodle the drawing aspect really appeals to me and I had a lot of fun with all the customization you get to do throughout.

Takes the doodling/coloring book concept and just kind of nails every aspect of it from start to finish. The music and visuals were expectedly great but even the narrative expands on this core concept and has some interesting things to say on art, creativity, subjectivity, expectations, and talent. There's a lot of nuance and depth to the game that was really well done.

Also you can dress up the little doggy.

This is a good game. That is all I really need to say for the purposes of this review. It's overwhelmingly pleasant. It will make you wonder just why Zelda games bother with all that combat nonsense anyways.

Chicory is just a super wholesome game full of charm.

It's just full of heart with its fantastic characters and surprising themes about loneliness, pressure and failure all wrapped up in a surprisingly beautiful world.

The story moments to this game feel like almost personal experiences of the developers that created it and I found myself really relating to some of the personal moments of self doubt and depression that feature in some moments. Despite these though Chicory still feels like a game about hope and building a better future past these roadblocks I really liked, but wasn't expecting going in.

Gameplay wise, Chicory plays like the top down game boy Zelda adventure games but instead of enemies you refill the world with colour as you explore. You can be as slap dash or meticulous as you want and the game doesn't punish you for it. It's a surprisingly long adventure coming in at about 30 hours but I never got bored painting or exploring, unlocking new abilities, collectibles and areas.

The visuals are simple but perfect for the game in black and white 2D. I have seen some fantastic screens of areas people have painted resulting in gorgeous environments. Mine tend to be way more simple blobs but they often look nice anyway.

Overall, it's an easily overlooked gem. Please buy it, spread the word.

+ Interesting characters and themes.
+ Fun to explore and paint.
+ Great art design and music.
+ Just warm and charming experience.