You’re a young boy tossed into a world that’s devoid of color. You’ve found yourself chasing after this white swan in this white devoid environment. You find yourself having to navigate your way and feel your way around by creating silhouettes via splashing black paint on the blank canvas environments. You’re thrown into a kingdom you don’t know anything about, with puzzles and a journey ahead of you that you can’t possibly predict.
If just on this premise alone you’ve become intrigued by this concept, then you’re probably going to be a huge fan of Giant Sparrow’s IP:
The Unfinished Swan.
Developed originally by Creative Director, Ian Dallas, the game started off as merely a grad student experiment. Four years later Giant Sparrow has come together via Sony Santa Monica to produce this marvelous, ethereal looking journey for gamers. I can’t even express how excited I am for this game, but what you should know is that it is a PSN Exclusive at this time. The game will also be compatible for Playstation Move and basic Dual-shock controller functionality. Now why is this game so amazing to me? Well I’ve thought about it for a while and I think I’ve come up with a solution.
The Unfinished Swan is a tale all it’s own, and it gives gamers a brand new experience I’ve never witnessed in games. I’ve seen other games before that have experimented with paint physics [ Epic Mickey comes to mind ] but never have I seen such a lush and innovative take on the genre. The first person perspective gives players a sensation that I don’t think any game in recent years has given to players. There’s a sense of adventure, mystery, and intrigue for players as they blindly have to feel and craft their way around the vast blank canvas. I truly believe that this game will not only captivate people with it’s simple narrative, but also the gameplay seems extremely accessible.
Sure a game where you play as a boy splashing paint around trying to apprehend a swan doesn’t sound like much at first glance, but when you factor in the puzzle mechanics and story driven gameplay you truly see something far greater. Dallas and his team have managed to take a monochromatic color scheme and make it into something fantastic. I loved watching as the paint splatters coated each new object, and how it felt to discover if an object moved, or if a door would open. The Unfinished Swan has so much potential for greatness, that it’s definitely one I’m going to put on my Must Play for 2012.
Here’s what I’m seeing so far:
- The Unfinished Swan seems to have very little dialog, and when it does there’s text associated with it.
- The monochromatic/soft color scheme seems perfectly suited to fit any gamer.
- Colored markers have been placed throughout to provide gamers with long term goals.
- Control mechanics seem simplistic and easy to use [ would love to try this first hand. ]
- There seem to be multiple chapters within the game, some with color and some devoid.
- Dallas mentioned something about enemies within the game. I would love to see some form of combat or puzzle solving involving enemies.
- There also seems to be environmental puzzles which seem to make a player feel like a part of the creation of the world as they navigate through it. I think this is a fantastic idea.
- Audio cues seem to pop up when a player completely coats a silhouette. Could this actually allow blind players to play the game? A thought perhaps.
Overall The Unfinished Swan seems to be a vast transition and stray from the norm of the market right now. It’s for this reason alone that it’s grasped me so veraciously. Giant Sparrow seems to be onto something that may very well change the way I look at Move technology entirely. I can’t wait to get my hands on the full experience some time soon, and you can bet when I do I’ll let you all know how my quest for The Unfinished Swan goes!
Till then, I’ll just have to keep exploring visible kingdoms I suppose…