The score is on Spotify, and I would highly recommend checking it out. It perfectly sets the mood for a wide variety of scenes dealing with a wide-ranging set of emotions. I’d be remiss if I didn’t mention the wonderful score by the incredibly talented Lena Raine. These will let any player find an option that lets them see these through. ![]() Instead, you can provide yourself more life or even turn off the ability to die or even take damage. I would strongly advise against doing that, as these are wonderful sequences. Chicory seems to know this and gives you a wide selection of options, including even skipping them. These test an entirely different set of skills than the rest of the game does and are some of my favorite sequences in the game. The only enemies you’ll face during Chicory, they are wildly inventive and visually stunning as the game’s color palette shifts into a battle of colors. The same is true of the game’s beautiful bosses. It encourages you to be as stuck as you want to be. That’s optional, though, only there if you want it. If that doesn’t prove enough of a help, your dad is always eager to jump in and provide a more exact answer to what you need to do. She’ll give you a hint about what to do next if you need it. Phones dotted throughout the world allow you to call home to speak with your mom at any time. The themes of the game would fall flat if players couldn’t see them through. These puzzles can be tough at times, but I love how Chicory: A Colorful Tale is dedicated to allowing challenge but also clearly wants to make sure all players can see their way through its story. Coloring certain things in and removing color at the right times are both important. These will test players, making great use of the environment and your expanding brush options. Navigating areas is all about solving puzzles. There are no enemies throughout the main portion of the game. Once you move on from just enjoying the core paint mechanic, you’ll find an expertly crafted adventure. You can also hold down on the color button in an area to start filling it in, which works great when you want clean lines. The entire mechanic opened up once I realized this was an option an hour or so into the game. You can use the touchpad to color quickly, which works great. The paint mechanics are well crafted, and while they might feel a bit more precise on a PC with a mouse, the PS5 controller performs admirably. It’s fun to bring life to the environments here. I often spent time just standing around coloring an area in. Plenty of side quests fill the world with optional content. While you always have a goal, there’s plenty of freedom here. Every area has four colors you can choose from, and as the game goes on, you’ll gain more tools to both navigate it and color it. With the brush, you’ll start coloring in this Zelda style overworld screen by screen. Without needing much convincing, you take up the brush, convinced someone needs to bring color back. Things kick off when you find the brush just laying around with no sign of Chicory, the current wielder, anywhere to be found.Ĭolor vanishes from the entire land, leaving everything in black and white. Color slowly fades, and the brush is needed to replace it. The wielder is the holder of a sacred paintbrush, the device that gives color to the world. At the start of Chicory: A Colorful Tale, you’re the janitor at the tower where the wielder lives. You play as a character named after your favorite food. Somehow though, Chicory takes these subjects and creates one of the most charming, fun, and beautiful experiences in modern gaming. If that doesn’t sound like a fun time, I get it. Subjects like depression, jealousy, self-loathing, impostor syndrome, and not living up to what you expect of yourself and others expect of you all are explored deeply. In the latest game from a team lead by Greg Lobanov, maker of Wandersong, a lot of Chicory is spent dealing with artistic merit. That’s a lot more relevant to Chicory: A Colorful Tale than it might initially sound. I’d never make a living at it, so what was the point of continuing? That I loved what I was doing, that it was my passion, no longer mattered. Instead, after nearly a decade of working toward my goal, I decided I wasn’t going to get where I wanted to. ![]() ![]() From the time I read my first issue of Electronic Gaming Monthly in December of 1998, I wanted to do this for a living. The reason I stopped writing about gaming for so long isn’t that I stopped loving it. It’s a period I talk about less, not only because it’s boring, but also because it was a fairly dark period. It leaves out the part, however, where I went about 8 years mostly away from doing so. I like to say I’ve been writing about video games for nearly twenty years, and that is true.
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