Keeper Review
Death and rebirth is a theme many tales revolve around. Within these, death isn’t actually the end; it tends to, in fact, mean life anew. However, what that death is usually defines the rebirth aspect of it all. From decay to sacrifice, death’s part in the cycle of renewal is both required and philosophically nuanced. It also means death, by definition -- and even as a character -- can be anyone and anything.
In Keeper from Double Fine (Brütal Legend, Psychonauts), we experience the full cycle of the above, and then some. And all in the guise of a ‘guiding light’ manifested as a sentient lighthouse.
In a decayed world enveloped by a corruption, of sorts, Keeper is a game best described as ‘moving art’. There’s no rhyme or reason to the sentience of our quad-legged, crumbling lighthouse, nor why a fantastical prehistoric-like bird has taken a shine to them. But there is a story here, It’s just that, very much like most art, interpretation throughout Keeper is entirely subjective. Its themes are heavy, but there’s an embedded history in the makeup of its world; a world, mind, that might be the single most beautiful ever crafted in the videogaming landscape, which is actually saying something. This is by far the most ‘out there’ thing Double Fine has ever done and when awards are being handed out at the end of the year it ought to be very high on everyone’s lists for art, design and art direction.
More so even because there’s no dialogue at all, so we’re poked and prodded by the studio and its helpful bird creation, but thankfully Keeper’s dev-directed camera also serves up some of the best composition for this type of game ever, helping to draw the eye to points of visual narrative influence. It sits alongside other side-scrolling gems like Inside, Limbo and even Journey to help, but then there’s also shades of Dredge in there, and Metroid Prime -- believe it or not. It’s also puzzle-heavy, and can take some getting used to given it is often a bit clunky, what with being a top-heavy walking lighthouse and all. And that “dev-directed camera” means players have no control over their viewing plane, either, which later in the game can be burdensome. But on the whole what’s here is still magical and mysterious and visually wondrous to clamber through.
We can say this with confidence as well -- you won’t play a game like Keeper this year at all.
Let’s shine some light on what to expect.
Keeper
What’s Boss?
Not Boss Enough?
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