Pardon the dust! This page includes some jargon that hasn't been added to the site's glossary yet. I'll be around to fix this later, but sorry for the inconvenience in the meantime. |
Review: Baba is You
At a Glance
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How to Save and Pause:You have your choice of three save slots, but your progress is only saved when you return to the map after completing a level. In other words, the puzzles will always reset themselves when you leave the game. Although nothing happens until you move, you can still pause the game by bringing up the in-game menu with ESC. Time needed per session:There's no rush, so you can just play at your own pace. I'd suggest giving yourself at least 15 minutes per session so that you have enough time to play around with possible solutions.
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Does this game pose issues for Christian players?
No - this is a great game for Christians Everything in this game, even the skulls and ghosts, are just a token or game piece to be manipulated. |
Screenshots
Game Overview
At first glance, Baba is You may look like one of those games where you solve puzzles using programming techniques, but I don't think that really covers what this game is all about. To begin with, there's no programming involved - you aren't going to win by creating algorithms or anything like that. Instead, this is more of a game about playing with the rules themselves.
In each level, there are groups of words that spell out the current rules. For example, if there's some text that reads "BABA IS YOU", then you can move any of the existing Babas using your keyboard. You'll also be able to use whatever token is currently YOU to interact with other objects (including the text) on the screen. By repositioning the on-screen text, you'll either remove rules from play or create entirely new ones. Eventually, you'll be able to move something you control over an object that the rules say "IS WIN" and complete the level.
However, you do need to be careful: objects can sometimes remove each other from the level, and you can accidentally remove the rule that gives you control over an object. You'll be forced to start the level over (or undo some moves) if you don't control anything.
Now, one of the big problems with level-based puzzle games is that players can miss out on a lot of the game's content if they get stuck. Baba is You has a nice solution to this problem: the levels are laid out on a large map, with groups of related levels clustered within their own areas. Each time you complete a level, you unlock several more and earn a "spore" or "puff". Once you've earned enough of these, you're given a blossom and the area is considered cleared. So, even if you aren't able to figure out every level, you're still given a shot at the game's ending - it becomes unlocked when you have at least three blossoms. There is an alternate ending for those who manage to complete every level, but you're not missing much.
An additional perk of this map-based approach is that you're not going to be confronted with unexpected difficulty spikes. The first levels of an area provide a simple introduction to the new objects and words featured in that part of the game, and the levels they unlock require a better understanding of the tools you've just been given. Of course, the new objects are still just tokens that can be manipulated, like everything else on the screen. Their only real significance is to provide some thematic flavor to the different areas - it's the new words that make a difference, as they'll determine how the level works.
Ultimately, this is one of those cute little games where there doesn't seem to be much to it until you look deeper. If you enjoy puzzles that resemble programming or require thinking outside the box, then consider picking this one up - it's pretty impressive how so few pieces combine into many unique levels.
In each level, there are groups of words that spell out the current rules. For example, if there's some text that reads "BABA IS YOU", then you can move any of the existing Babas using your keyboard. You'll also be able to use whatever token is currently YOU to interact with other objects (including the text) on the screen. By repositioning the on-screen text, you'll either remove rules from play or create entirely new ones. Eventually, you'll be able to move something you control over an object that the rules say "IS WIN" and complete the level.
However, you do need to be careful: objects can sometimes remove each other from the level, and you can accidentally remove the rule that gives you control over an object. You'll be forced to start the level over (or undo some moves) if you don't control anything.
Now, one of the big problems with level-based puzzle games is that players can miss out on a lot of the game's content if they get stuck. Baba is You has a nice solution to this problem: the levels are laid out on a large map, with groups of related levels clustered within their own areas. Each time you complete a level, you unlock several more and earn a "spore" or "puff". Once you've earned enough of these, you're given a blossom and the area is considered cleared. So, even if you aren't able to figure out every level, you're still given a shot at the game's ending - it becomes unlocked when you have at least three blossoms. There is an alternate ending for those who manage to complete every level, but you're not missing much.
An additional perk of this map-based approach is that you're not going to be confronted with unexpected difficulty spikes. The first levels of an area provide a simple introduction to the new objects and words featured in that part of the game, and the levels they unlock require a better understanding of the tools you've just been given. Of course, the new objects are still just tokens that can be manipulated, like everything else on the screen. Their only real significance is to provide some thematic flavor to the different areas - it's the new words that make a difference, as they'll determine how the level works.
Ultimately, this is one of those cute little games where there doesn't seem to be much to it until you look deeper. If you enjoy puzzles that resemble programming or require thinking outside the box, then consider picking this one up - it's pretty impressive how so few pieces combine into many unique levels.
Points of Interest
Three level packs
At the start of the game, you're given a choice of which level set to play. These may look like save slots, but they are in fact three different groups of puzzles, starting with the main game in the top slot. You'll want to play through this before viewing the others. Next is the Museum, which showcases some of the scrapped content and old level designs as interactive "exhibits". The final level set is a brand new adventure, with additional objects and words to challenge players who have already mastered the main game.
Silly situations
Sometimes, the solution to a puzzle is quite frankly absurd. An example of this appears early in the main game, where Baba is penned in by solid walls and thus unable to reach the level's goal (in this case, a flag). The solution is for the player to become the walls themselves, and simply march the building to the flag.
Share and make your own levels
There's a nifty level editor included with this game, and players can share their creations using level codes. You can find a lot of these levels (or share your own) in the dedicated thread in the game's Steam discussions board. Just be aware that you should play through the main game first to avoid stumbling onto any spoilers.
Steam community features
In addition to the user-created levels, there are also 18 achievements available to earn while you play. Many are earned by completing every level in an area, which could be quite a challenge. There are also a few hidden achievements that hint at something secret hiding in the game.
Concerns and Issues
Nothing to really worry about
Remember, everything in this game is just a token, or game piece. Although there are skulls or ghosts, these objects are treated like everything else. Their only real difference is their appearance. Even if you wanted to make a point about how some rules cause objects to be destroyed, we'd still just talking about an object being removed from play, which is no more violent than a game of checkers.