SEE/SAW: Where Dying is a Strategy

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If See/Saw was a baked good, it would be a chilli chocolate cake. Familiar, addictive, and yet hiding a punch that delivers when you think you’ve got it down.

You start off as a character that needs to go through “tests”. Some professor dude (who looks weirdly a lot like you) takes you through the tutorials. Although he does a great job of it, he takes a rather nonchalant attitude to the fact that you may have to die repeatedly in painful and agonising ways. It’s a brand of humour that feels quite Portal-esque and although there’s a small part of you that wants to punch the professor in the face, I have to say that I enjoyed him popping into the story from time to time. 

This platformer starts off easily enough. Your goal in each level is to collect three coins. The levels progressively get harder, introducing more and more mechanics into the game. Trampolines, rotating saws, rockets and anti-gravity platforms are just some of the mechanics that you’ll encounter. What’s hilarious is that dying is a strategy that you’ll have to employ at times. The level only ends if you get all the coins or if you swipe down to restart, regardless if your lifeless body is lying dismembered on the floor.

In typical Kamibox style, the controls are dead simple and perfect for mobile gaming. You control the character’s movement by tilting the world left or right, letting gravity do the work. Don’t judge the game though based on the simplicity of the controls because the puzzles do get superbly complex. Frustratingly complex. Sometimes even rip-your-hair-out complex. I have to admit that at times, a hint button would have been extremely welcome. Especially because you can only advance so far (which is not much at all) if you haven’t solved all the puzzles.

But if you persevere, I can pretty much guarantee that you’ll be marvelling at how well thought out this game really is. See/Saw doesn’t rely on fancy graphics or gimmicks to get you hooked. Instead, everything is just so for a reason, which is what I’ve come to expect from developer Kamibox. There’s even a bit of deep self-reflection under all the layers regarding games themselves which I’ll just have to let you discover for yourself.



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