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Animal Well review: an unmissable creature featurePutting the animal in AI

Putting the animal in AI

Image credit:Rock Paper Shotgun/Bigmode

Image credit:Rock Paper Shotgun/Bigmode

A screenshot from Animal Well that shows a heart-shaped underground level with an RPS Bestest Best badge flanked by capybaras.

Billy Basso’sAnimal Wellfeels like a celebration of all these unreal organisms, of their whimsy and uncanniness and persistence between layers of technological change, and of the more explicit, quasi-Jungian animal figures and symbols we find in videogames from Zelda toFallout. Not to bury the lede under fancy parallels here, but it’s also an absolutely brilliantmetroidvaniaplatformer, and a game that manages to be at once deeply intuitive and utterly, utterly mysterious.

ANIMAL WELL - Release Date TrailerWatch on YouTube

ANIMAL WELL - Release Date Trailer

Cover image for YouTube video

Your initial goal is to gather certainthingsfrom the map’s four corners, saving your progress at the old-timey dialphones that dot the world and which, together with the floppy disc icons for saving, anchor this project as a love letter to the pre-broadband era. Doing this takes you into the realm of different clusters of animals, some helpful and some hostile, with traits and behaviours that plug into elegant single-screen platform puzzles involving doors, pulleys, switches and buttons. Along the way, you’ll find tools - although “tool” feels like the wrong word for something like a frisbee or a bubble wand - which are both straightforwardly applicable to the nearest obstacles and rich with more elaborate uses you’ll discover when you revisit areas an hour or so later.

Finding the initial four of these curious toys is, I think, necessary to gather each of the Things you’ll need to reach the credits, so you can expect a fair bit of the usual metroidvania backtracking after running into an impassable barrier. There’s no checkpointing, either, so you’ll often have to trudge back a few screens from a saveroom after tumbling your emoji-wanderer into a spike pit or a cloud of seething purple faces.

Image credit:Bigmode

A more open area in Animal Well with a telephone at its centre and drifting flakes of matter

An aquatic grotto in Aminal Well with purple and blue rock fixtures and lines of blocks

An area in Animal Well with brick walls bearing images of a creature and dangling lanterns

A cave in Animal Well with dangling vines and a hummingbid perched above a high ledge

Beyond these broad strokes, I fear to spoil, because Animal Well does such an amazing job of teaching you things and ushering you towards other things without resorting to text. It’s this wordlessness, of course, that makes it such a mystery, one that may occupy you for considerably longer than the 5-10 hours it takes to complete the initial run.

There are more obvious prompts and cues - a squirrel who is always fleeing off-screen, gargoyles whose eyes light up under certain conditions, and above all, the irresistible pull of the next puzzle. But there are other sights and sounds that take awhile to dawn on you, things you might want to circle back to after you’ve rolled the credits - which, according to publisher Bigmode, means you’ll have seen around half of what Animal Well has to offer. Some of these late-game revelations put me in mind of Polytron’sFez. Among the things you can discover is a pencil you can use to scribble on the game’s map, and suffice to say that this is a game in which you might wish to take notes.

Again, I don’t want to give too much away. But I can at least tell you a little more about the animals, who range from enormous geckos through absolutely nightmarish ostriches to inconveniently boisterous dogs. If the puzzles make me think of Fez, Animal Well’s creatures recallRain World, but there’s no entangled predator-prey ecology here that chases you between screens, and much less raw Darwinism to your relationships with the other critters - though there are definitely a few who want to eat you.

Image credit:Bigmode

A zig-zagging line of glowing ghostly mouse heads in Animal Well

They form a spectrum of naturalism into daydream. Some creatures are little more than animalised platform game fixtures, like the spectral mice heads that roll vertically and horizontally. Others are little animated portraits, like the vast capybara you see lounging in the background. A few of these animals have more complex behaviours that suggest a life beyond their function for the player, but most are obviously mechanical, and yet somehow endearing.

Howshouldwe feel about them? Mixed, I guess. Pleasantly on-edge, perhaps. Playing Animal Well reminded me strongly of John Berger’s old 1977 essay “Why Look At Animals?”, in which he argues that animals have been excluded from the lives of humans under capitalism in proportion to how imagery of animals has become widespread and commercialised. There is no way of recovering what Berger styles an ancient, totemic companionship between humans and animals because our methods of observation, representation and circulation are always hiding animals from view. “They are the objects of our ever-extending knowledge,” he writes. “What we know about them is an index of our power, and thus an index of what separates us from them. The more we know, the further away they are.”

I have no idea what Berger would make of Animal Well, or of representations of animals in videogames at large, but Basso’s game feels like a gentle, cyberpunky rebuttal of his conclusions. It takes the idea that animal images have excluded animals as its premise, and explores how our technologies of knowledge-making and representation may have become animalistic in response. Above all, the game’s confusing, hybrid creatureliness comes across in how these animals sound. Sometimes they cry out like beasts that are turning into software, with moans and yaps and howls and hisses that appear to have been relentlessly resampled and distorted. And sometimes, they cry out like software that has grown bestial and unruly for being left too long underground.