A puzzle game with a brilliant core mechanic that explores every twist, trick, and contradiction you can think of. Your mind grows to adapt to a concept that is impossible in our world, yet somehow has incredible self-consistency within the gameworld. I loved it so much, constantly laughing at the utter ridiculousness of the paraboxes and mindboggled from the simplest rooms with subtle, clever solutions. Absolutely sensational puzzle game, in leagues with Baba is You.
I am not a fan of Sokoban puzzle games. I think too many in this subgenre rely on irritatingly specific solutions and end up being more about positioning yourself rather than working with a game's mechanics to understand a solution. Add in elements of spatial uncertainty and Patrick's Parabox sounds nightmarish by construction. But after checking out his previous game (Linelith, which I highly recommend), I needed to give this title a fair shake, and it is easily the best Sokoban game you can play right now.
Right off the bat, Patrick's Parabox doesn't restrict you as a player. You frequently have free reign to solve puzzles in whatever order you want, and you only need to solve the bare minimum of puzzles in one area to move onto the next. Even when I was hopelessly stuck, I never felt trapped since I had many other conundrums to work out instead. There are also options if needed to unlock all puzzles and solve as you wish, but I personally felt content with the pace of the game's natural process.
Patrick's Parabox maintains the Sokoban standards of pushing blocks into a desired position, but the main gimmick is that many boxes are collapsable on themselves or can create infinite loops, allowing you to bend space and push blocks and access corners you normally couldn't. I was consistently surprised at the depth some boxes could provide mechanically, and with over 300 puzzles, there are tons of extremely clever ideas that are gradually and intellectually expanded upon. An early idea teaches you that boxes will move into the center when pushed, and soon you will be exiting one looping paradox to use this center idea to shove a box into an impossible pathway. The simple presentation is always a misdirect from the complex, but never unfair thought process you must have to find a way to a correct solve. I was floored by how little a puzzle gave you to finish it and how much you could actually do with the tools you're handed, but I was equally stumped as often, finding myself toying with directions and boxes in any way I could.
Patrick's Parabox is a marvelous title. There is no story; this is a pure puzzler. And while some of the late and post game puzzles are borderline neuroticly difficult, I really enjoyed reaching the credits on PP and hope to play more innovative games from Patrick Traynor in the future.
Right off the bat, Patrick's Parabox doesn't restrict you as a player. You frequently have free reign to solve puzzles in whatever order you want, and you only need to solve the bare minimum of puzzles in one area to move onto the next. Even when I was hopelessly stuck, I never felt trapped since I had many other conundrums to work out instead. There are also options if needed to unlock all puzzles and solve as you wish, but I personally felt content with the pace of the game's natural process.
Patrick's Parabox maintains the Sokoban standards of pushing blocks into a desired position, but the main gimmick is that many boxes are collapsable on themselves or can create infinite loops, allowing you to bend space and push blocks and access corners you normally couldn't. I was consistently surprised at the depth some boxes could provide mechanically, and with over 300 puzzles, there are tons of extremely clever ideas that are gradually and intellectually expanded upon. An early idea teaches you that boxes will move into the center when pushed, and soon you will be exiting one looping paradox to use this center idea to shove a box into an impossible pathway. The simple presentation is always a misdirect from the complex, but never unfair thought process you must have to find a way to a correct solve. I was floored by how little a puzzle gave you to finish it and how much you could actually do with the tools you're handed, but I was equally stumped as often, finding myself toying with directions and boxes in any way I could.
Patrick's Parabox is a marvelous title. There is no story; this is a pure puzzler. And while some of the late and post game puzzles are borderline neuroticly difficult, I really enjoyed reaching the credits on PP and hope to play more innovative games from Patrick Traynor in the future.
I haven't completed every puzzle in the game just yet, I have a bit over 30 left, but wow. This is one of the best puzzle games I've ever played, my second favourite behind the untoppable Baba is You for me. The way it balances introducing new mechanics and making use of old ones is incredible, 2022 isn't very far along yet but this is definitely a contender for GOTY for me. It's insane how far some mechanics are pushed, and then pushed even further still. My single complaint is that I felt there wasn't enough difficulty, but not everything needs to be Baba Is You, where I spent upwards of 3 hours completing some single levels. I beat the main game in about 15 hours, 100%ing every world as I went. But yeah, I played the demo before this launched and I had faith it would be genius, I'm glad I was right.
EDIT: I've 100%'d the game now, the post-game is incredibly cool and I love the slight jump in difficulty for the final world, this game is just so awesome.
EDIT: I've 100%'d the game now, the post-game is incredibly cool and I love the slight jump in difficulty for the final world, this game is just so awesome.
This game is so good. It's a really cool concept and variation on the sokoban idea, and it THOROUGHLY explores it. There are lots of new mechanics, so the game never gets stale, and the level design is really clever. They really push all the mechanics to their limits, and it's super well designed. The required levels to beat the game are all pretty easy, but the extra levels can get complicated, especially the post game levels.
I feel I need to compare this to Baba is You, in that the game is actually pretty close in terms of genius. But this game is leagues easier than that one. And I think that's a good thing. This game is still hard to figure out, but it felt way less overwhelming to me than Baba is You did.
I highly recommend this game. One of the best puzzle games out there.
I feel I need to compare this to Baba is You, in that the game is actually pretty close in terms of genius. But this game is leagues easier than that one. And I think that's a good thing. This game is still hard to figure out, but it felt way less overwhelming to me than Baba is You did.
I highly recommend this game. One of the best puzzle games out there.
It's a great puzzle game. The core mechanic is very basic, push boxes around to specific locations. This concept is truly explored every possible mind bending way as every world has a different twist or trick to this core concept. And it mostly works.
I did stop finishing the worlds 100% after the half point as it did hamper the pacing too much for me. Doing 10 puzzles with the same twist vs. doing 30 of them just gets little too repetitive for my taste.
I did stop finishing the worlds 100% after the half point as it did hamper the pacing too much for me. Doing 10 puzzles with the same twist vs. doing 30 of them just gets little too repetitive for my taste.
A fun and challenging Sokoban (box moving puzzle game) that uses reality-warping logic puzzles to create some fantastic challenges.
While the core mechanics take a little bit to get your head around, like moving boxes into boxes and then moving them in and out of themselves, everything naturally flows and there were only a few times I found myself getting stuck in paradoxical loops.
The ghost blocks were the only ones that really caused me confusion as you have to 'possess' other boxes and that can get very confusing when it interacts with the other mechanics, otherwise everything felt very cleanly implemented and resulted in some really challenging and exciting puzzles.
Highly creative, lots of fun, a smooth progression of mechanics that keep you playing, and they really go to lengths as they explore so many fun possibilities based on all the different ideas at play. A must have for any puzzler.
While the core mechanics take a little bit to get your head around, like moving boxes into boxes and then moving them in and out of themselves, everything naturally flows and there were only a few times I found myself getting stuck in paradoxical loops.
The ghost blocks were the only ones that really caused me confusion as you have to 'possess' other boxes and that can get very confusing when it interacts with the other mechanics, otherwise everything felt very cleanly implemented and resulted in some really challenging and exciting puzzles.
Highly creative, lots of fun, a smooth progression of mechanics that keep you playing, and they really go to lengths as they explore so many fun possibilities based on all the different ideas at play. A must have for any puzzler.
I would say this is the best puzzle game I've ever played, but for that I'd have to rule out Baba Is You, so #2 best puzzle game ever.
Patrick's Parabox is all about placing boxes inside boxes, sometimes infinitely, sometimes not. The concept is simple, yet the execution is PERFECT.
Every puzzle feels like it introduces something new, like it has something to show you and make you go like “woah, I could do that?”
10/10, I'm going back to my box now.
Patrick's Parabox is all about placing boxes inside boxes, sometimes infinitely, sometimes not. The concept is simple, yet the execution is PERFECT.
Every puzzle feels like it introduces something new, like it has something to show you and make you go like “woah, I could do that?”
10/10, I'm going back to my box now.
Described by my partner as 'the game I hate where you're a box and you're inside a box and you're outside the box', this a great twist on the Sokoban formula.
Big fan of the critical path puzzles never really going too far in terms of difficulty, but with separate off-shoot challenge levels being available on each themed stage if you want to explore those ideas further. The post-game challenge levels can be a bit obtuse when mechanics are piled on top of each other but I guess that's where it makes sense for the puzzle design can go as wild as possible.
Big fan of the critical path puzzles never really going too far in terms of difficulty, but with separate off-shoot challenge levels being available on each themed stage if you want to explore those ideas further. The post-game challenge levels can be a bit obtuse when mechanics are piled on top of each other but I guess that's where it makes sense for the puzzle design can go as wild as possible.
Brain twisting paradoxes + simple sokoban-style cube pushing. Neat concept but all (298) puzzles leading up to the credits are quite easy due to the rather limited possibility space. I got through it without any speed bumps even though I did not fully understand some of the more complex interactions. Might raise the score after some end game challenges, we will see.
A puzzle game idea built on the most basic of video game puzzle frameworks - the block-pusher - and takes the idea to frankly destabilizing levels of ingenuity.
It's kind of nuts how quickly it ramps up, how fast it expects you to break your brain to follow its logic, and break anything and everything you knew about the block-pushing puzzles in the process.
Into world 3 it starts to become genuinely hard to engage with due to the sheer amount of processing power needed to do something as fucking simple as push a block in the right position. The execution isn't challenging, but the planning is some immaculacy; those tips given in world 2 only help so much.
...this sounds like I hate the game, but I really don't. I'm having a nice time with it! But I do feel it's a little uneven in how fast it scales and ramps up - though maybe, given its clever premise, there was no different difficulty curve that would've been possible.
It's kind of nuts how quickly it ramps up, how fast it expects you to break your brain to follow its logic, and break anything and everything you knew about the block-pushing puzzles in the process.
Into world 3 it starts to become genuinely hard to engage with due to the sheer amount of processing power needed to do something as fucking simple as push a block in the right position. The execution isn't challenging, but the planning is some immaculacy; those tips given in world 2 only help so much.
...this sounds like I hate the game, but I really don't. I'm having a nice time with it! But I do feel it's a little uneven in how fast it scales and ramps up - though maybe, given its clever premise, there was no different difficulty curve that would've been possible.
Puzzle games usually struggle to keep players engaged, it's not a genre for everyone to begin with, video games are usually played to turn your brain off
Patrick's parabox difficulty is catered towards more casual audiences from my experience with it. It doesn't ask you to break your head to understand it, more it wants you to see how many tricks it has up it's sleeves, One world you will be playing a rubrics cube and the other you will create a quadruple paradox.
The puzzles pull up new tricks on you and redefine your limits each world you pass, not mixing a lot of gimmicks between each world making itself fresh every new set of levels.
The presentation of the game is great too, as puzzle games tend to spare details in the sake of simplicity, yet it works kn favor of the smooth and sharp style the game has.
The game offers end game content with a big batch of challenges, but I wish there was a bit more, esp with the price tag being somewhat high for puzzle games
Patrick's parabox difficulty is catered towards more casual audiences from my experience with it. It doesn't ask you to break your head to understand it, more it wants you to see how many tricks it has up it's sleeves, One world you will be playing a rubrics cube and the other you will create a quadruple paradox.
The puzzles pull up new tricks on you and redefine your limits each world you pass, not mixing a lot of gimmicks between each world making itself fresh every new set of levels.
The presentation of the game is great too, as puzzle games tend to spare details in the sake of simplicity, yet it works kn favor of the smooth and sharp style the game has.
The game offers end game content with a big batch of challenges, but I wish there was a bit more, esp with the price tag being somewhat high for puzzle games
Casualmente, después de pasarme Cocoon y escribir la review, me encuentro con Patrick's Parabox. Y veo que en todo lo que Cocoon me molesto, Patrick's lo soluciono; Diseño: entornos simples con mecánicas simples que se solapan para ser complejas (muy) y no entornos complejos (habiendo excentricidades de diseño sin aparente motivo) con mecánicas simples que se solapan para ser complejas, y el sentimiento que busque de estar un tiempo rompiéndome la cabeza pensado como hacerlo para después caer en la solución, se revela sin detenerse en cada nivel. Una proeza de diseño sin discusión; Narrativa: esto es videojuego, optas por no hacerlo y te centras en lo tuyo. Listo, no era mas.
Pero ahora. Si Cocoon se detenía en tratar de exprimir lo que creo cuando su narrativa terminaba, Patrick's Parabox nunca conoció ese limitante y siguió hasta agotarse de ideas. Dejándome a mitad de camino, sin fuerzas para poder seguirle el ritmo.
Pero ahora. Si Cocoon se detenía en tratar de exprimir lo que creo cuando su narrativa terminaba, Patrick's Parabox nunca conoció ese limitante y siguió hasta agotarse de ideas. Dejándome a mitad de camino, sin fuerzas para poder seguirle el ritmo.