I am a sucker for game physics, and physics are what
has made this generation and hopefully the next generation so exciting.
A lot of people focus on the graphical power of a game, which is arguably one
of the least important aspects of a game. As long as you can see what is
happening and the developer has a good sense of style, things don’t need to be
photorealistic. Sonic
and Knuckles is still more beautiful than most of the brown military
shooters that have come out recently. On the other handSonic and Knuckles. You can’t mess
around with weight distribution and other physics based puzzles like you can in
Half Life 2 either. That is the kind
of evolution that impresses me. This is why Tiny
and Big in Grandpa’s Leftovers (or Tiny
and Big as it will be known hereafter) is so up my alley. The gameplay is
all pulling, pushing, and cutting the sometimes massive setting elements in the
game. It can be very impressive. Unfortunately, it is marred by a lack of
polish that can make the game excruciating.
, you can’t blow up buildings in
Developed
by German development team Black Pants Game Studio, Tiny and Big has a promisingly oddball story. A nerd named Tiny is
on a quest to retrieve a pair of magic underpants from a bully named Big. The
pants, as he calls them, were given to him by his grandfather. In order to get
the underpants back, Tiny must scale a vast and ancient pyramid while avoiding
the doom which lurks around every corner. The game is funny in that quirky way
so popular in independent media. The hand-drawn look of the game adds to this
goofy strangeness. While often charming, the indie sensibility can also get in
the game’s way sometimes. Tiny and Big
seems to be a sequel, although I didn’t know this until I had already finished
the game. I know nothing about the game that came before it, or if it was
anything more than a beta version of the game I played. Either way I hope it
explained or showed more than Grandpa’s
Leftovers, because this game is confusing. While the basic storyline and
motivations all make perfect sense, the particulars of the world don’t. I don’t
actually know what Tiny and Big’s relationship actually is. At the end of the
game they seem like they might be brothers, but you never get that through the
rest of the game. Also the dialogue can be maddeningly obtuse. The characters seem to always be saying
things strangely or in a way that doesn’t quite make sense. This may be because
of the translation, because I have to assume it was originally written in
German. The lack of voice acting didn’t help. I don’t like reading my games
unless it is subtitled or a JRPG.
The
gameplay, unfortunately, is haunted by similar problems. On one level, I really
loved it. Tiny and Big is one of the
purest platformers to come out in recent memory. Helping Tiny jump, cut, pull,
and push his way up the temple can be very fun and rewarding. The laser is
especially well done. There is something about cutting rocks into platforms or
slicing off the entire side of the temple to reveal a secret area that is
amazingly good fun. I would really like to see this style come back in another
game. Then, just as you’re having fun, the lack of polish starts to show. For
instance, it’s often difficult to tell exactly where a platform ends. There
were multiple times where I accidentally fell off a ledge because I got a
little too close to the edge, or I wasn’t paying attention and strolled right
off a cliff only to find myself standing on thin air like Indiana Jones in The Last Crusade. The giant rocks you
cut can smash you, which makes this aspect of the platforming fun and
dangerous. However if said rock even thinks about rocking backwards it’ll
squish you. The level design can be gorgeous with huge, sweeping vistas of
desert or the impressive scale of the massive temple Tiny’s climbing. Then
again, the whole place seems to be littered with crevasses you can fall through
at any moment. There is little more frustrating in the world of games than
falling for seemingly no reason. I almost quit the game a few times over it.
The biggest
failing in Tiny and Big is the lack
of connection between the story and the gameplay. The story doesn’t really seem
to enhance the actions taken by the player. I rarely felt connected to what
Tiny was doing because I was kept at a distance by the strangeness of the
dialogue as well as the lack of exposition. I didn’t understand what I was
doing or why I was doing it most of the time. I didn’t even know WHAT I was
supposed to be doing in a lot of cases. The game is not always clear about
where you need to go. The most important aspect of any story is motivation. Go
to any creative writing workshop and I can almost guarantee that they will talk
endlessly about why the characters did whatever they did. We know that Tiny
needs to get the underwear back from Big because it came from his grandfather
and he cherished it, but that emotion never really comes through. We don’t know
anything about his grandfather at all other than that he was an archaeologist
that specialized in underwear for some reason. About halfway through the game I
started to get really bored because I neither knew nor particularly cared what
why anything was happening. I was just cutting down platforms, jumping on them,
and all the time moving closer towards…something. It picked up a little near
the end, but that middle sagged amazingly low for such a short game.
So Tiny and Big is destined for the worst
of all fates: mediocrity. There are really cool things going on in this game.
The music is great, although obviously not so great that I remembered to
mention it in the main body of my review. I like the gameplay most of the time,
and the story has its moments. It all ultimately feels disconnected. The game
simply doesn’t try hard enough to make you care about what is going on, and is
somewhat shoddily assembled. I look forward to a better product next time,
because this series has potential. I just hope that Black Pants Game Studio can
get their act together. Also, maybe they could stop being obsessed with
underwear. That would be nice.
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