Cocoon, A Review

Not long ago, indie titles Limbo and Inside led a wave of unconventional puzzles, intertwining riddles with platforming elements, minimalist stories, and a strong emphasis on atmosphere. These titles played not so much for the challenge itself but for seamlessly connecting different elements into a cohesive whole, setting them apart from more traditional puzzles that paid less attention to this issue. Despite competition from other studios, Playdead’s titles, exemplified by Limbo and Inside, stood out, consistently appearing on lists of the highest-quality games. At the same time, most imitators still need to be remembered. It’s a positive development for players who enjoy such games that Cocoon, a new title, brings a refreshing twist to the genre. 

Also, for some aspects, Cocoon can confidently be considered the genre’s pinnacle. We have been blessed with a few fantastic puzzle games lately. The same goes for Disco Elysium

As far as Cocoon goes, this fact may not surprise me as much when you consider that the principal gameplay designer at Playdead also worked on this title. The ingenious blend of simple (yet effective) mechanics and gradually more challenging puzzles forms the core of this title. It distinguishes Cocoon the most from similar games – including Limbo and Inside. Cocoon is a perfect example of a title that constantly redefines itself, surprising players with challenges and their solutions.

The Story of Cocoon

Simultaneously, although gameplay represents convincingly the most substantial aspect of this title, Cocoon is not merely a copy of its predecessors in other respects. It is presented in 3D, placing less emphasis on platforming and more on puzzling (all interactions are done through a single button), accompanied by an even more minimalist story than we are accustomed to. These elements enable it to build its specific identity and stand out among the competition.

If Cocoon is not specific in something, it is in its beginnings. It is very typical for the kind of games that served as its inspiration – playing as an unnamed insect, you find yourself on a foreign planet without context or a clear goal offered. The initial puzzles probably won’t blow you away. They are effortless, involving proper manipulation of levers, lifts, doors, and various alien devices to traverse the terrain successfully.

However, after defeating the first boss, Cocoon surprises, finding yourself unexpectedly in a completely different, dark, technologically advanced world. At that moment, the desert world where you were previously located appears in front of you as a red ball you can pick up and carry on your back.

The Gameplay

The gradual development of the idea of worlds within worlds is the essence of Cocoon’s gameplay and the directions it takes become progressively bolder. While puzzles and their solutions become more layered and creative, the visual representation of worlds remains maximally accessible and straightforward. They look like colourful spheres (red being the first in the series) that you use to open doors, activate elevators, or “revive” machines.

To avoid making things too simple, the balls will provide you with specific “powers” for travelling otherwise impassable terrain. The red ball will allow you to see invisible bridges. The green ball will let you turn mist into platforms for climbing, jumping, etc. A unique and well-developed mechanic accompanies each of them.

 

However, the most essential mechanics will be entering the mentioned balls, i.e., worlds. Placing the balls in designated places will open portals that you can enter alone or with another ball on your back. This will allow you to use the unique powers of the balls in different worlds and play with their hierarchy, jumping from world to world depending on the needs of a specific puzzle.

The Amazing Puzzles of Cocoon

Most puzzles in Cocoon will require unconventional thinking and some patience. Some of them, however, will require a minimal level of “platforming.” This involves timely jumping from world to world, launching balls or yourself from platforms, or interacting using special powers (details are better left unrevealed).

A practical addition in terms of progression is the closing off of irrelevant areas regarding the puzzle you are currently facing. The game will automatically prevent backtracking to most previously traversed places, preventing excessive backtracking. This mechanic might bother enthusiasts of more challenging puzzles, but remember that this title is relatively easy. Such “handholding” is entirely in line with the game’s type of gameplay.

At the end of each world, you will encounter a boss fight. In these battles, you will primarily use customized variants of powers related to each world. Since it is impossible to die in the game, unsuccessful attempts to defeat the boss will only trigger an animation of being thrown out of the arena or world, after which you can immediately return to the same place and try again.

The Look and Feel

Regarding the technical side, Cocoon is phenomenal. Not only are the performances fantastic considering the visual quality, but the game comes without any noticeable bugs (at least, I haven’t encountered any). In games belonging to this genre, I am always afraid of the possibility of meeting a puzzle that “blocks” me and doesn’t let me proceed. Cocoon doesn’t have such issues. In moments when I thought something had gone wrong and I would have to load an older save, it turned out that I just wasn’t smart enough.

Otherwise, as much as Cocoon represents a logical progression in gameplay compared to Limbo and Inside, it differs from them regarding a clear artistic vision. Aside from the slow start, this is the only more severe criticism we can direct at the title. Practically, this would mean that while I would use 80% of my brain capacity to solve puzzles, the remaining 20% I would use to interpret events within the context of the surreal world. The positive aspect was that I would stay energized, even when the puzzles themselves weren’t too interesting. That’s why the slow start in Cocoon is particularly noticeable.

Unlike Limbo and Inside, where the world seemed alive, Cocoon’s world (worlds) primarily have a functional role. Although there is a mythology and a story behind the events, these elements don’t have a satisfactory implementation. For example, the world may look beautiful, but they have little to explore in them. Similarly, incidental narrative elements are present more for the sake of it than out of a real need.

In Conclusion

The problem lies not so much in minimalism itself as in the fact that when Cocoon offers something concrete, it does so simply. Fortunately, the title is visually and musically striking, maintaining the atmosphere despite the flawed narrative.

Except for the unclear narrative part, it’s hard to find fault with Cocoon. Simply put, it is a title with one of the best gameplays in the genre. The top-notch technical performance elevates it even further. If you like gradually deepening relatively simple mechanics in clever and imaginative ways, you should not miss playing Cocoon.

Cocoon has an ESRB rating of E for everyone, but young kids might find some puzzle elements frustrating.

 

Posted on 24th Jan 2024 by igorthegreat

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