
"The closest analog for Keeper is 2012's Journey--the two games share a wordless approach to narrative, an emphasis on movement that is at times slow and deliberate and at others joyfully fluid and fast, and even the seeming objective of making your way to a distant mountaintop. But that comparison feels reductive, because whereas Journey is a straightforward parable, Keeper keeps evolving, reinventing itself and its themes, and going to unexpected places."
"Let's back up. Keeper begins when a lighthouse shines its light to save a bird from an encroaching swarm of parasitic darkness. The lighthouse itself topples, snapping into pieces, but then reforms itself and grows a tripod of spindly, wobbly legs. You play through these awkward first steps, frequently face-planting--does a lighthouse have a face?--as you learn how to move around the world."
Keeper begins with a lighthouse saving a bird from parasitic darkness, then the lighthouse reforms, grows legs, and learns awkward movement. The player carries the rescued bird while traveling toward a distant mountaintop, using light as a core mechanic to interact with the world and dispatch the bird toward objects. The game emphasizes movement that alternates between slow deliberation and joyful speed, and uses a wordless narrative. Keeper repeatedly reinvents mechanics and themes, creating an alien world whose natural order is often unclear, producing an experience that feels like a prestige art project.
Read at GameSpot
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