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POSTED
12/2/11

THE UNDERGARDEN
Atari
    


Man sows the seed, nature grows the seed and then we eat the seed.
Hippie drivel from our fave hippie, Neil, that’s entirely
irrelevant to The UnderGarden... except for the hippie drivel
bit.
Apparently intended as a calming experience akin to Fl0w and
Flower (we’re keenly awaiting Flowest), imagine
PixelJunk Shooter
without the shooty crossed with Ecco the Dolphin (hey, could
we attach some frickin’ lasers to his head?) plus the bloominess of
the aforementioned Flower and you’ll have a ballpark. Then
you could have fun schmacking a ball about, instead of playing this.
Rather than being wind, eddies, wafts or whatever, in The
UnderGarden you commandeer a little character that looks
somewhat akin to a weight-watching TellyTubby. You’re plonked into
various underwater cavern dealies whereby you swoosh about, making
pollen spurt from, umm, pollinator thingies, which in turn makes
flowers bloom. As you progress, you start encountering puzzles
whereby you must use varying fruits to move platforms, wheels and
such so that you can progress. Just bash the tree, pick up the fruit
and schlep it to a switch. This same method is used to transport
underwater buskers about, too. We’re fucked if we know why.
In fact, that last sentence could be used to succinctly summarise
The UnderGarden. Whilst given a basic idea of what various bits
and pieces do, you’re otherwise left to your own devices, and the
‘WTF?isms’ of poor game design. Now, remember, this is billed as a
chilled-out experience which no doubt drops the ‘z’ word somewhere.
If we’re chilling, we don’t want to be gnawing our knuckles to the
tendons trying to work out just what the fuck the point is –
game-wise, natch, not existentially.
The UnderGarden is pretty, but it’s also pretty annoying.
 
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