![]() This is broadly a beautiful game to see and hear, full of bright pastel hues and beds of synth pads, and in places it’s surprisingly gross. In isolation, the guardians are probably the game’s weakest moments, but they do provide a nice break from the puzzle-solving alongside a bit of visual spectacle. Likewise, you can’t mess a puzzle up to the point that you need to reload. ![]() Getting tagged by a guardian doesn’t hurt, they merely throw you outside of their orb - hop back in and you’ll return to the encounter within a couple of seconds. One of the later encounters did actually trip me up a few times, which is as good a time as any to mention that Cocoon has absolutely no fail state. The guardians are the game’s “boss fights.” Though there is no traditional combat, each guardian is certainly combative, and there is a degree of skill and timing required to best them. Each orb grants its own powers, and all are critical to progression. Unlocking the orange orb, for example, allows you to walk on hidden paths while carrying it. Each world is protected by a guardian, which needs to be defeated in order to fully unlock the orb’s power outside of that world. The game actually opens inside the orange orb, a gorgeous desert world, and expands out from there. The story is much the same here, but Cocoon’s structure of layered, interconnected worlds showcases another level of maturity and artistry. Both were side-scrolling puzzle-platformers that used their environments and challenges to simultaneously tell a story and guide their players. If you’ve played either of those games, Cocoon’s quietly impressive intro may sound familiar. Both are alums of Playdead, the Danish studio behind Limbo and Inside, for which Carlsen worked as lead gameplay designer. Cocoon is the first game from Geometric Interactive, a studio founded in 2016 by Jeppe Carlsen and Jakob Schmid.
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