Don't Starve is a game that really
doesn’t want you to know what kind of a game it actually is, in
fact, “Don't Starve” is the only direction you're ever given.
As a lovcraftian mad scientist named Wilson, you make a devil's deal with a stranger in a suit for knowledge of the natural world. But upon the completion of your masterwork; you
find yourself whisked away to an otherworldly wilderness where pigs
live in houses, mushrooms drive you insane, rabbits scream, and frogs
want you dead. What the hell are you supposed to do about any of
this? Figure it out.
“This man did not know cold”
First I noticed
that my character was upset by night fall, so I looked
over at my building options on the other side of the screen. I saw a
option for fire. Naturally I wanted a big stone fire pit, but I
had no stones, and I had no logs. So I was left to my sapling twig
devices and rode out the night lighting torch after torch, fearing
the big white eyes blinking just out of reach of the light.
The next
day would be different I scoured the land for some flint, my option
bar dinged and I could now cobble together an axe! A few more flints
and I made a pickaxe. Now all
I had to do was chop some trees and break some boulders and now I
had my fire pit... but I couldn't light it in time and the darkness
took me. Game Over.
“The
fire provider had failed”
You're
going to die in Don't Starve. You are going to die many, many,
times. The only thing you can
take with you is knowledge. Knowledge like “I really
shouldn't go anywhere near giant spiders”
or “I should try cooking raw rabbit meat before shoving
it into my face.” Each time
you die (and start over) you've hopefully died trying something
different and thereby testing more limits of the game world.
But dying
isn't without it's own reward, the number of days you manage to
survive are tallied into experience points on death. Which are then
used to unlock new, more effective, or versatile characters. Maybe
Wolfgang the body builder and his bigger stomach is more your speed
or Wendy the little girl whose dead sister's ghost protects her at
night (it's that kind of game).
DS is very observant of how best to alleviate the tedium of starting
over, from random wilderness generation to the new characters, no
single play through is exactly alike. It works...for the most part
anyway.
Whoa, whoa, whoa, STOP! ...where did you get that hat? |
“It
was a clear day, and yet there seemed an intangible pall over the
face of things"
Don't
Starve remains an experience I wanted to like more than I actually
did. Which isn't to say I feel disappointed, or worse, ripped off.
No, instead I can only call it a very good game instead of a great
one. The resource management becomes a tremendous pain in the ass.
For all the grass it takes to make a bed roll why does it magically
disappear in the morning? You will probably end up spending half your
time in the game picking berries or pulling up grass, and as disturbingly compelling as it is in the moment, you will find
yourself getting up from your seat wondering “What the
hell did I just spend the last hour and a half doing?”
This inspired lunacy can be yours for $14.99! |
“It's
Instinct Told a Truer Tale”
Here boy! Have thirty founds of manure. |
But
if I’m being honest, I just can't stay mad at this game. Its
atmosphere and art style oozes wit and personality. It feels like
something we'd like to imagine Tim Burton creating, instead of the
drivel he actually makes, and that is an art direction worth
praising. For every game day I spend picking grass, I’ll find
something new and interesting the next. Maybe I’ll stumble across
my beloved bouncing pet backpack Chester! Or a pig-friend
resurrection stone, or a dead adventurer clutching a ruby, or... I
don't know what! All I know is that I can't wait for DS to surprise
me again.
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