With a focus on friendship and cooperation, this visually stunning puzzle game should appeal to families, but is there enough here for a lone player to enjoy?
Developed by Henchman & Goon
Released in 2018
Cynical mainstream media has always
tried to perpetuate the belief that the only emotions Video Games inspire are
negative. Tabloid newspapers talk of video game addicts, fuelled by rage and
aggression. As players we are portrayed as ruthlessly competitive, introverted
and blood thirsty. However, developer Henchman & Goon believe a game should inspire the opposite feelings in a player. It’s a belief
that leads to the creation of ‘Pode’ an enchanting artistic platform puzzler
that should only be enjoyed with a friend.
From the very start, game director
Yngvill Hopen “wanted to create a positive gaming experience” she says. “I
wanted more games I could play with my young son”. Unsurprisingly this has lead
to the creation of a game where two players take control of an adventurer each
and together you must utilise your character’s unique talents to solve
environmental puzzles.
Glo the brightest of the pair can
jump higher and can also float in a way that mimics Yoshi in the majority of
his platforming adventures. She can also drift on air currents and doesn’t sink
in water. At the touch of a button this “fallen star” radiates light, a
technique that activates specific switches and adds paths through a level;
primarily by causing plants to grow. This creates platforms and lifts for her
companion Bulder to use. This rock like cube is smaller and can pass through
tighter spaces. These holes usually lead to Bulder’s own type of switches that
manipulate a stage’s rocks; typically
adjusting the height of platforms so Glo can reach previously inaccessible parts of a level. Like Kirby, Bulder can also inhale
objects and carry them around a level. Glo can even be inhaled and when inside
Bulder she becomes a directional light beam used to activate switches out of
reach. The two characters can also stand on each other‘s heads and ride to
safety should the level demand it. If this wasn’t enough, as the stages pass
you’ll be introduced to even more abilities unique to one character or the other.
Levels start off simply but quickly become very complicated as more and more
environmental hazards and additional abilities are introduced. However death is
never really a concern as a misstep will simply see your character transported
to the start of a stage, unharmed and free to try the puzzle once again. The
only thing that limits the players’ progression is their inability to use the
character’s skills to navigate an environment.
Each stage is a three-dimensional
cavern seen from a fixed perspective. A player’s view will move in relation to
the character’s position within this environment but this can’t be manipulated
manually. The goal is simply to get both characters to the exit where they will
walk hand-in-hand to the next stage. Apart from some occasional button prompts and
sketchy illustration on rocks, there are no instructions explaining how a level
should be completed. While this encourages exploration it does make ‘Pode’
somewhat confusing until you grasp what each character can do. Initially at
least, you’ll have no idea if you’re failing a level because your plan is wrong
or if you’re simply failing to execute it correctly. Conversely you may even
find you complete a stage without ever knowing what you did right. Did you
finish it because you flung a cube onto the correct spot or did you succeed
because you stacked the characters on a switch?
According to communications manager
Linn Sovig “you definitely don’t have to be a hardcore gamer [...] anyone can
get involved and have fun with the game”. It is actually a very good game to
play with someone less accustomed to video games, especially as Henchman &
Goon have implemented a subtle “help-me” feature. “You can switch the
characters seamlessly without having to go through the dramatic gesture of taking
a controller away from a player” says Sovig. Anyone who has had to endure the
embarrassment of having a control pad taken off them can rejoice at this. “Kids
interact very well with ‘Pode’” the developers claim however ‘Pode’ was never
intended to be a game that children would play alone. “These puzzles can be
pretty challenging even for adults and [this] makes the game too challenging
for the smaller children to play by themselves” says designer Hopen. “But with
the possibility for asymmetrical difficulty while playing co-op, by swapping
characters, it’s a perfect game to spend time in with even the smallest child,
as long as they can use a controller.”
Making an inherently two player game
work for a singleton was the responsibility of Lead Game Designer, Henrik
Haugland. While Sovig is adamant that “he’s done a wonderful job making it an
enjoyable single-player game”, when playing alone, it’s hard to escape the
feeling that you need a friend by your side. It’s immediately painfully obvious
when you’re asked if you want to “turn Co-op on” when you press star with only
one controller attached to the Switch. Rubbing more salt into the wound, the
game reminds you that “you can turn co-op on at any time” almost as if it’s
holding out hope that you’ll one day find a friend.
The controls are fiddly when played
alone as often a lever must be held by one character while the second navigates
over the result of this lever press. With two players this wouldn’t be an
issue, one holds the lever, the other makes use of the level change that it
produced. However when playing alone, you must hold the action button until the
desired effect is achieved and then swap to the other character while still
holding down the action button. Once you’re in control of the second adventure
you can release the action button but then you will probably need to use the
same button to take advantage of their unique skill. It would be better if each
character had their own designated action button to avoid confusion, better
yet, each could use their own analogue stick. It’s easy to lose track of which
character you’re in control of. Apart from a brief flash and a noise when you
swap between Glo and Bulder there is no visual indicator highlighting who
you’re playing as. A simple ring or arrow around the currently active character
would have removed all the confusion but if you get distracted from the game I
guarantee you’ll forget which of the two you’re controlling. Obviously, again,
in two player mode this isn’t an issue as you will probably take a character
each. By holding the left trigger you can move Glo and Bulder together, either
hand in hand or tethered with a glowing rope. Really it’s just a way to move
around the stages faster, but I did find that twice using this ability caused a
character to get irretrievably stuck on an environmental object. The only way
to free them was to reset, which while not game breaking was frustrating.
It’s not the only control frustration.
Navigating around the three dimensional levels isn’t as easy as it could be
since a level’s depth isn’t always readable. The characters (particularly
Bulder) lack prominent shadows and while this may improve the game’s appearance
it means it is never completely obvious where the pair will land after a leap.
Sometimes it feels like aesthetic design has taken priority over function, with
Glo and Bulder often lost in the undergrowth because I couldn’t figure out
what’s was a plant that could be stood on and what was simply decoration. If
the goal was to create a beautiful game, at least the compromises in gameplay
precision are understandable, even if they’re not forgivable.
‘Pode’ is a beautiful and charming,
especially when the Switch is docked and the game is running on a larger
screen. Considering its set in a drab mountain the caverns that make up the
levels are vibrant varied and colourful. The combined abilities of the
adventurers literally bring the world to life and it’s certainly an impressive
spectacle to witness. Plants and flowers bloom from the shadows punctuated by
glistening gems and majestic jewel towers.
According to Sovig, the undeniably
stunning look harks back to the short Norwegian romantic period. “Traditional
rose painting is connected to this era and is very prominent in the visual
style of ‘Pode’” she notes. “The swirling, colourful flora, as well as the hand
painted textures are directly influenced by this.” It’s an aesthetic that’ll be
fresh and new to many players and it’s wonderful that Henchman & Goon have
made such effort to foreground their own heritage. “We’ve been very inspired by
the detailing in the Norwegian national dress, the Bunad, which has very
elaborate embroideries based on Norwegian nature and flowers” adds Sovig. Some
may draw parallels with films like ‘Frozen’ which too have been coloured by
similar influences. However, in ‘Pode’ every facet seems to have been sculpted
by Norwegian pride and that certainly includes the main characters Bulder and
Glo. From the start Yngvill Hopen, knew she wanted a game that focussed on a
light character and a dark character. “I think it just seemed natural to use
what was closest to us, which is the Norwegian mountains” claims Linn Sovig.
“Norwegian culture pretty much permeates the entire game, although in a very
stylized and personalized manner” adds Hopen. “It’s definitely most evident in the visual design and music [with] the hardanger fiddle in the main theme”. The
game has a haunting but never distracting score compose by Austin Wintory, best
known for his work on ‘Journey’ and more recently in the three ‘Banner Saga’
games. “The art is absolutely stunning” says Wintory. “I love working with
games that have a beautiful, universal story to tell. ‘Pode’ definitely aspires
to that, with the sort of poetic language we’ve seen emerging in games more and
more lately.”
According to game director Hopen, ‘Pode’s
narrative emerged whilst they were designing the mechanics of the game, so the
story is told through gameplay. “We believe that the puzzles, mechanics and
gameplay complement and help carry the story of Bulder and Glo and how their
friendship evolves through the game.” It’s certainly subtle but by the games
conclusion you’ll likely be very attached to the two main characters with their
funny little noises and hand holding. It’s an emotional investment that makes
the denouement all the more moving.
The eShop is getting a bit of an ugly
reputation for becoming over crowded with ill-fitting mobile and console ports.
‘Pode’ however feels like a game that was specifically designed for the Switch.
“We have always considered ‘Pode’ to be a living room friendly game” says
Sovig. We started developing the game three years ago, [and] when the Nintendo
Switch came out we just went “Hello?!! This is perfect for ‘Pode!”. Like so
many of their consoles before it, Nintendo intended the Switch to be a family
machine. Unlike other modern consoles it even ships with two simplified
controllers in the form of the left and right JoyCons. This makes it a console
perfect for families that include non-gamers, as the simplified miniature
controller is ideal for little hands. “We adore how co-op friendly it is!”
exclaims Sovig. But ultimately that need for a co-op compatible system highlights
the weakness of ‘Pode’.
There was no way that Henchman &
Goon could have released a “two player only” game, it would immediately drive
away too big an audience. But for me ‘Pode’ is frustrating and fiddly and not
at all calm and creative when played alone. Given that the game is playable by two
people with just the two JoyCons, there are clearly enough face buttons on the
Switch to control both characters. I simply can’t understand why the developers
haven’t assigned one character the controls on one side of the system leaving
the remaining for the other. I even tried to play the game in co-op with a
JoyCons in each hand. It would have been a successful exercise if the
controllers were orientated in a portrait rather than landscape direction.

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A copy of this game was provided by the publishers for review. They have not seen or had any influence on the content of this review prior to publication.
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