Developers have long since exhausted the trope of "child trapped in a scary world," yet despite that, Murasaki Baby remains compelling in a way that none of its competition ever was. Simply put, it quite literally puts the child's fate at the player's fingertips. Your goal is to ferry a young girl across screens of hazards by manipulating hazards using both the Vita's front touchscreen and the back touchscreen to cycle through various backgrounds unlocked by popping colored balloons. I find the Ico comparisons to be on-point, as the player must physically guide the girl by the hand via holding and dragging on the touch-screen, taking care not to stretch her arm too far lest she stumble and fall. While the game isn't mechanically complex or challenging, it nevertheless constantly engages the player by gradually introducing more elements that require the player to micromanage dragging the girl and the balloon out of harm's way and switching/tapping the background to progress. The best example of this occurs during the final stretch of the game; after another character pops a hole in the girl's balloon, the player must juggle dragging the girl around, tapping the green background to repeatedly pump air into the leaking balloon, and switching/tapping additional colored backgrounds to flip the stage with the Vita's gyro controls and powering moving platforms with electricity. Though the path forward remains clear, the game demands a strong degree of attention and precision to quickly recognize and solve the game's many puzzles while building the bond between the girl and the player.

Murasaki Baby has unfortunately been more or less forgotten by the public. A slew of technical issues does hold the game back somewhat, as others have reported that saving sometimes breaks down in the middle of playthroughs and a few more (myself included) have experienced crashes. If I really had to nitpick, the game also could have done a bit more integrating all of the Vita's control functionalities into the gameplay (unlike say, Tearaway), as the face buttons/triggers/cameras are never used and the joysticks are used for exactly one exclusive segment outside of the menu screen. While I do feel as if the game was fairly short (about an hour and a half) and wrapped up just when I was beginning to feel a bit more pressured, I'm still glad that I got to try another overlooked title that showed real promise of how far a game could utilize controls to create an emotional and completely new experience. Until the day Astro's Playroom gets a follow-up, I suppose we'll just have to dream of a world where Sony invested wholeheartedly into its hardware and the Vita was seen as more than just a glorified control gimmick.

Reviewed on Feb 28, 2024


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