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Animal Well creator plans to follow the superb Metroidvania with a game that shares its world but “may not be a direct sequel”

In a year already stacking up plates of delicious indie game dishes so fast they’re toppling over and crashing onto the floor, spilling splattered food over the carpet to be hoovered up by waiting dogs/cats/raccoons/mice, Animal Well is one of the most generous helpings yet. The captivating, combat-free Metroidvania is rich with a delectable buffet of challenges, puzzles and secrets to find even once you’ve seen the credits roll. Still, players have chewed their way through its more-ish platforming and puzzle-solving much faster than its solo developer intended, it turns out. Luckily for us all, creator Billy Basso is already looking ahead to a new game set in the moody zoo-niverse - even if that’s not a complete sequel.

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Animal Well review - this one gets deep

In the dripping midnight glade there is a telephone resting on the earth. It's an antique. I can tell that from the limited 2D pixel art. Although it's just a few lines and dots and smudges of light, I can imagine the weight of the receiver in my hands, almost feel that strange matte chill of the Bakelite.

The telephone is important here in Animal Well. It's how you save the game, for starters. But the more I have explored, making those long looping journeys left, right, up and down, the more I have found myself heading further out in these directions than I had assumed was possible, and the more I worried that I had left the actual game design behind and was moving through a landscape of personalised glitches and oddities? The more I did all this, the more the sight of another telephone came as a sweet relief. A save point, yes, but also a sign that someone had been this way before me. A sign that even as I navigated bright mysteries, I was still on the right track.

There's more. The telephone is also a sign of a second world imposed on the first one, of technology, communication, cablings and wires and electrons, of messages buzzing through an artificial network threaded into this glade and into this world of trees and grass, rock and ruin that lies beyond it. If you're trying to understand Animal Well, to get to the bottom of it - good luck with that one by the way - or if you're trying to just get even the slightest grip on this game's dense, intriguing, endlessly playful and engrossing world, the telephone is probably a good place to start.

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Animal Well review - this one gets deep

In the dripping midnight glade there is a telephone resting on the earth. It's an antique. I can tell that from the limited 2D pixel art. Although it's just a few lines and dots and smudges of light, I can imagine the weight of the receiver in my hands, almost feel that strange matte chill of the Bakelite.

The telephone is important here in Animal Well. It's how you save the game, for starters. But the more I have explored, making those long looping journeys left, right, up and down, the more I have found myself heading further out in these directions than I had assumed was possible, and the more I worried that I had left the actual game design behind and was moving through a landscape of personalised glitches and oddities? The more I did all this, the more the sight of another telephone came as a sweet relief. A save point, yes, but also a sign that someone had been this way before me. A sign that even as I navigated bright mysteries, I was still on the right track.

There's more. The telephone is also a sign of a second world imposed on the first one, of technology, communication, cablings and wires and electrons, of messages buzzing through an artificial network threaded into this glade and into this world of trees and grass, rock and ruin that lies beyond it. If you're trying to understand Animal Well, to get to the bottom of it - good luck with that one by the way - or if you're trying to just get even the slightest grip on this game's dense, intriguing, endlessly playful and engrossing world, the telephone is probably a good place to start.

Read more

Animal Well review - this one gets deep

In the dripping midnight glade there is a telephone resting on the earth. It's an antique. I can tell that from the limited 2D pixel art. Although it's just a few lines and dots and smudges of light, I can imagine the weight of the receiver in my hands, almost feel that strange matte chill of the Bakelite.

The telephone is important here in Animal Well. It's how you save the game, for starters. But the more I have explored, making those long looping journeys left, right, up and down, the more I have found myself heading further out in these directions than I had assumed was possible, and the more I worried that I had left the actual game design behind and was moving through a landscape of personalised glitches and oddities? The more I did all this, the more the sight of another telephone came as a sweet relief. A save point, yes, but also a sign that someone had been this way before me. A sign that even as I navigated bright mysteries, I was still on the right track.

There's more. The telephone is also a sign of a second world imposed on the first one, of technology, communication, cablings and wires and electrons, of messages buzzing through an artificial network threaded into this glade and into this world of trees and grass, rock and ruin that lies beyond it. If you're trying to understand Animal Well, to get to the bottom of it - good luck with that one by the way - or if you're trying to just get even the slightest grip on this game's dense, intriguing, endlessly playful and engrossing world, the telephone is probably a good place to start.

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Animal Well review: an unmissable creature feature

Computers have always been animal wells, in a sense. They're havens for creatures of many shapes and degrees of literalness, all the way down to the metal. As in ecologies at large, the most abundant and widespread are probably the bugs, beginning with the moth that flew into that Harvard Mark II in 1947 and ending with the teeming contents of the average free-to-play changelog. A little further up the food chain we find "worms", like the Creeper that once invaded the ARPANET, and "gophers", a directory/client system written in 1991 for the University of Minnesota. There are computer animals spawned by branding - foxes of fire and twittering birds and the anonymous beasts that haunt the margins of Google documents. There are computer animals that are implied by the verbs we use in computing - take "browser", derived from the old French word for nibbling at buds and sprouts, which suggests that all modern internet searches are innately herbivorous.

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What to Play This May 2024

Hello and welcome back to What To Play! We've returned from a little hiatus, which you definitely noticed and have been very sad about, of course. It's finally edging towards spring here in the UK, but don't let that tempt you into going outside, there's video games to be a-playin'!

As ever, this is where we'll round up the best games from the month gone by, and the things we're most excited to play from the month ahead - plus, any other suggestions for what might complement it. Here's What To Play This May 2024.

Availability: Out now on PC, Switch, Xbox One and Xbox Series X/S.

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