Keeper is set in an iridescent, far-future New England where organic and inorganic matter intermingle in alchemical ways. The player controls an animate lighthouse that walks on spindly legs and uses its illuminated beacon to affect the environment. Unfocused beam mode promotes growth and morphing in foliage and small creatures, while focused mode concentrates power to transform larger objects and induce attraction or repulsion for puzzle solving. Characters include quirky inhabitants like Twig, a driftwood-beaked bird. The world features gauzy purples, deep verdant greens, bioluminescent rock formations, oversized tendrils, and floating whale-like creatures with vegetation on their backs. Gameplay emphasizes environmental puzzles driven by light-based verbs.
And the characters are undeniably quirky: one is a bird called Twig whose beak is made from driftwood. Strangest of all: you play as a lighthouse that has inexplicably become animate, sprouting tiny, spindly little legs to carry its wibbling, wobbling body. In the sea of action-hero young men and, to a lesser degree, women, the lighthouse stands out as an unlikely star.
The lighthouse's illuminated beacon is the primary way you interact with the game's teeming island setting. In unfocused mode, you direct the beam about a fantastical environment, causing foliage and small creatures to grow, change and morph. In focused mode, the light's power is concentrated: larger objects undergo transformation while some materials are repelled or attracted; this is the basis of the game's more involved puzzles.
Rather, he talks about the creation of the protagonist as he does the broader action-adventure experience: as if it rose out of his subconscious. Despite the ostensible absurdity, Petty believes there is a certain intuition about it. You have a light, and light has a very strong connection with life, he says. You can imagine the verbs for the player, and the actions, puzzles, mechanics that fall out of that.
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