Oh, how deep the rabbit hole goes. Even by the standard of the modern indie puzzle game that is a bit up it's own arse, the depths of Void Stranger's mysteries and secrets are inscruitable and seemingly endless. A full, complete 4-6 hour playthrough of the game where one comes to what seems like a mastery of it's mechanics and rules can also be one that leaves one basically having scratched the surface. I sincerely doubt anyo play of VS will ever see everything it has to offer, and that's kind of amazing. It's an insane strength for the game to have - it really feels like wandering the halls of an abyss you can never really fully see the end of, constantly coming across things that clearly all add up but feel alien and shocking all the same.

It's a game that commands attention. System erasure clearly have a knack for this stuff - amazing music, stark visuals and presentation, huge dedication to tiny moments of unique gamelay, brilliant music - just like Zeroranger, void stranger feels important and major.

In Zeroranger, that presence never really fades. I have a lot of problems with the game, mostly that it's just not a very good shooting game outside of it's major bosses and it ends up feeling a bit too much like cho ren sha x Radiant silvergun fanfiction than it's own thing, but it's relentless pacing, lightness on dialogue and text and exceptional ending sequences pushes it thorugh.

With VS, that presence feels more like a veneer that chips away the more I look.

The real issue is hat I just think the core gameplay is quite poor. I can't say im a sokoban savant but this can't be as good as it gets. I don't think the puzzle structure is that great for one - the difficulty veers absolutely all over the place and gimmicks are largely consigned to their own puzzle "block" - but also I just dont think the core mechanic is very good. The block-sucking staff is neat and occasionally leads to some very creative possibilities but I think more than not it leads to puzzles which are a bit inelegant. You'll spend minutes slowly using the one tedius 3-block technique to cross gaps just to fuck up one input and need to do it again, there's lots of puzzles where the solution feels drawn out even when it's obvious what to do,, and for me at least, i rarely felt accomplished for finding a solution in it. The mechanics are generally the sort of thing that sounds really cool but ultimately ends up more tedius than anythign else.

But maybe the bigger deal is the story. Awesome presentation and framing aside, there's absolute zero meat on the bones which sucks considering it must have 100 times the dialogue of zeroranger, a game who's characters I care a hundred times more about when almost the entirety of their characterisation is in actions and funny cute artwork and boss fights and stuff. I was really ready for a more involved, wordy slower story but it feels like a story from a different dev, its just a complete nothingburger. Thanks to it being a puzzle game with wildly varying difficulty too, the razor sharp pacing of ZR is left well behind and you can concievably go for hours without finding anything of note if you're bad enough.

And that's really what weighs on me. As boundless as VS's depths are, the hooks that drag me into that stuff are not there. I'm reminded, if anything, of the Witness - and VS is nowhere near that bad, but there is just an whiff of that kinda pretentiousness coming through here as a result of the story being so weak - which is more on the presentation being so good, granted.

So yes, it is a marvellous, deep rabbit hole, but I kinda just don't care. I really wish i did.

Reviewed on Sep 13, 2023


1 Comment


5 months ago

You're right about the sokoban gameplay being really undercooked--it's nowhere as good as Stephen's Sausage Roll or Baba Is You. It's like a hundred levels too long and it got so frustrating how like half the solutions are manual input Conway's Game of Life. Although I don't really agree about The Witness being a worse game (or Fez for that matter, which is the game I kept thinking of and just as easy of a comparison/inspiration right down to the piece of shit dev) because both are Deep in the same toothless way that this one is but a) both have some dignity in regards to the metagame and b) the traditional puzzles in both games are actually very well designed. It's just like what is the point of doing all this when the internet exists and I'm gonna use a guide when redoing puzzles anyway.